This update will be live tomorrow evening (Friday April 6th US-Central).
- Blocking physics have been significantly improved. It is much easier to defend against attacks now.
- Floating text above the opponent's head will default off. You can turn it on using the settings control in the gym.
- Hit detection and fist collider sizes have been tightened up. Combat should feel more "precise" and the AI won't hurt you as easily.
- Graphics performance has been improved.
Patch Notes - Major Update 2
Another busy week! This update will be live tomorrow (Friday, March 30).
With a few exceptions, we're very happy about the state of the single-player game. Adding multiplayer sparring is now our top priority. Please be patient with us while we work on this challenging problem -- It will take several months before we have anything impressive to talk about! Most of the work required is programming in nature, so there won't be anything to show off until we get two real people in a ring slugging it out.
We will continue to read the forums daily, fix any problems, and improve outstanding concerns.
Update 2 Patch Notes
- Players can now rotate facing direction! This solves most problems for Oculus users with only 2 sensors. Use the palm squeeze buttons on Vive, or joystick on everything else. Set or disable rotation speed using the settings configuration board in the gym.
- Added more glove configuration options
- Added more graphics configuration options -- Try setting Anti-Alias to MAX!
- AI opponents respect player's boundaries more and won't get as close
- AI opponents protect themselves better if getting too hurt
- AI will fight more strategically, making opportunities for offense and defense decisions instead of a non-stop slug-fest brawl
- Added 6 new AI opponent movement animations
- Fixed a game-breaking teleport bug in Ball Blaster
- Added timer lights to the Body Bag mini-game
- Made the Ping Pong mini-game more difficult
- Added score sound effects to Bum Rush mini-game so you know when they're down
- Reduced the weird orgy problems in Bum Rush mini-game
- Fixed over 20 graphics, lag, Steam communication, and hard crash bugs
We've had a productive week! There were tons of new features implemented based directly on player feedback, many performance improvements, and hundreds of bug fixes. The update is live!
Known Issues / Still Under Development
- Teleport rotation and better support for Oculus with only 2 sensors
Update 1 Patch Notes
- New first-person damage visual effects: Dazed and Confused, Double Vision, Bloom, and other movie titles from your childhood.
- New AI opponent hit reactions for more realistic fighting. AI will become wobbly and dazed as they get hurt.
- New AI opponent muscle damage system lets you target specific body parts: Strike arms and shoulders to loosen their attacks, the torso to slow their dodges, or go for the head to put them in a daze!
- Improved blocking physics let you repel attacks better. Keep your hands close to your head for best results. (Still in development)
- AI opponents maintain correct distance and won't step inside you
- AI teleports to its corner when you get knocked down
- Player camera no longer gets teleported when you're knocked down, but has a big daze effect
- Player gloves map more closely to VR controls and don't wobble as much
- 60 new AI voice clips for attacking and getting hurt
- Configuration option panel in the gym for performance improvements, visual effect tweaks, and glove offsets. More options to come soon.
- New glove offset options to adjust how you hold VR controls. Option #4 is for the Hi5 VR Glove and other wrist-mounted accessories.
- Stronger controller vibrations when you take damage
- "Health" system replaced with "Point" system
- Bum Rush mini-game improved to be more fun
- Added 25+ new Achievements
- Added 7 new leaderboards
- Fixed Steam leaderboard submission bug
- Fixed many crash and lock-up bugs
- Fixed lighting and physics bugs that caused visual lag
Developer Podcast Episode #5
We talk about the latest changes, tomorrow's update, artwork, and physical violence!
You can subscribe to "Virtual Boxing League" with your favorite podcast app or listen here:
http://virtualbl.libsyn.com/
Day 3: Known Issues & Changes
- Players report significant improvement in graphics performance. We'll continue to work on optimizations, but the worst problems are fixed.
- Players on the Oculus Rift with only 2 sensor cameras might have trouble with hand tracking because the game uses full 360-degree space, but we'll have several improvements for that next week.
- True physics hit reactions will work correctly next update, so you can knock people around more realistically.
- There is a new "Muscle Damage" system (next update) that lets you hurt specific body parts. Repeatedly and quickly attacking a specific part will cause that muscle group to go weak, rendering enemy attacks and defense less effective for a short time. Repeatedly attacking their head will also cause them to become briefly dazed and unfocused.
- The AI is still stepping inside players sometimes. The next update should fix this. (Really)
- Player fists are "laggy" and don't map perfectly with VR controls. This is because they're physical objects moving around in the game world with real force and velocity, and not just pinned to your controllers. We have a huge improvement coming later next week that will solve the visual lag, and also make blocking attacks easier.
- The Bum Rush minigame turns into a weird orgy without much fighting action. This will be fixed next update. The scene lighting is also too dark.
- Your hands can sometimes be swapped if you load a scene with your controllers crossed (or too close). Teleport out and back in to fix.
All new features, changes, and bug fixes come directly from community feedback.
We're a very small indie team with just a few members, and we depend entirely on you to survive! Thanks for your support!
Lag and Performance Fix
Edit: We've released an update that should solve many performance issues players have reported. Please let us know if it helps!
Day 1: Known Issues
Thanks for all of your feedback so far!
- Some players have reported input and/or video lag. We know what's causing it and will publish a fix in the next few days. There will also be graphics quality options in the gym.
- Players on the Oculus Rift with only 2 sensor cameras might have trouble with hand tracking because the game uses full 360-degree space, but we'll have several improvements for that next week.
- AI Opponents can get too close and be "inside" your camera. This will be solved next update.
- Your hands can sometimes be swapped if you load a scene with your controllers crossed (or too close). Teleport out and back in to fix.
This is Day 1 of Early Access and the first time the game has been played by more than a few people (we're a very small indie team). We expect some issues, but we're also agile and can solve them fast -- Let us know what problems you have!
Also please include your VR hardware and graphics card with bug reports.
Early Access Launch!
We've been approved for release!
Assuming no technical problems the game will be live in about 12 hours!
News + Developer Podcast Episode #4
- We've added a 5th mini-game: Ping Pong Punch teaches you delicate nuance and control of your big, calloused, meaty mitts!
- Steam has reviewed the game and asked us to make a minor technical change before release. We're working on it now and will publish as soon as they approve!
- Developer Podcast Episode #4 -- Keep up with the latest on the Virtual Boxing League Podcast! You can subscribe to "Virtual Boxing League" with your favorite podcast app or listen here:
http://virtualbl.libsyn.com/
Steam Release Pending
We've sent the first build to Steam for review and approval!
The game will be ready to go on sale once accepted, and there will be a 15% discount for the first week!