Its been a crazy couple of months at ZeroTransform. We've been crunching on a number of things to keep the lights on and to keep production moving forward. Priorities have been all over the map due to this. That said, I have some exciting news that I can't wait to share once its ready.
ZeroTransform has moved! / Strange text / Coming to Apple!
First, I want to apologize for the long silence. Our studio just moved and we're still setting things up.
Our new location is located in the heart of Oregon. Like our previous location, the studio resides in a house instead of an office space. We call this VR Dev House 2.0.
We'll post pictures once things are operational again.
Also, you may have noticed some odd text at the bottom of the game. This is due to dropbox changing their public folder policy. We are making an update to address the issue.
Lastly, Vanguard V will be available on Mac OS soon. The new OS now supports Steam VR and external video cards via thunderbolt. Expect an update in the near future.
New Playable Level Released!
Happy to announce that the first boss fight has been released for Steam and Oculus. The update should automatically be applied next time you login to Steam or Oculus Home.
This is a big deal because this is the first time that Vanguard V has a fully sequential level option. If you beat level 1, it will take you to the boss fight, then level 2.
Level 2 also features the beginnings of our weapons upgrade system. The parasites have a chance to drop items for collecting. There is the small item, large item, and shield recovery item. The shield recovery is the only object that is hooked up right now but we thought you would like to see the progress.
We've also updated how the Dev Corner works. It now streams from a video source online. This allows us to make more updates without having to wait for new builds to be released.
This update also features some polish in Level 1 and Level 2. Can you spot the differences?
Lastly, we've updated our cheat system to enable a variety of neat features. Check out the dev corner video for more information.
3rd playable level inbound...
Thinking later this week.
A look at the Weapons Upgrade Systems and Boss 1
https://www.youtube.com/watch?v=tp1bPpSkrvg
Development Screenshot
Here is the current look for the first boss fight.
Adjustment to Controls and Boss 1 Update
https://www.youtube.com/watch?v=4aOgEowc6h4
There have been a few requests to take a look at a variety of input methods. We take feedback very seriously so today I'm happy to announce the introduction to a few additions to the controls.
First, independent movement of your character. You can now move your character with the touch pad to adjust her within the visible play area.
Second, firing mode toggle. You can press into the VIVE touchpad to toggle between two firing modes. The default is independent aiming with vulcan shot on trigger and homing laser when trigger is held down (hold to lock targets, release to fire).
The second method is directional aiming. The targeting reticle is locked to in front of the character and fires directly in front of her. You can look to auto lock / fire with the homing lasers and use the triggers to fire the vulcan. This method is very much like previous rail shooters.
We also made some progress with the Boss 1 level. Right new we're tackling a bug in VR performance with our cloud system. This level ranges from 300-600 fps in non-VR, but drops to the low 40s when VR is enabled. I'm confident we'll be able to figure it out.
https://www.youtube.com/watch?v=_ePx8M12js8
You may have noticed towards the end of the video that Qu has a big head. This is our first introduction to cheat codes. Type bigheadmode on the main menu and press enter. Do it again to turn it off.
Are there any cheat codes you would like to see in future updates? If so, reply with your ideas and we just might add it to our planned list.
Boss 1 - Parasite cluster
This is a behind the scenes look at the parasite cluster that takes place after level one. This is a very early look visually since all the focus begins in gameplay.
This boss fight takes place in the clouds. We will use the visibility of the clouds as a gameplay element during this event. Also, Qu is on fire from re-entry so her primary weapons are offline. Good thing she makes an effective fireball.