VFC Fighting Core Devlog #3 - Punching type and form update
Hi Community!
Bringing you another development update, this time it is about one of our upgrade regarding VFC's core fighting mechanism.
VFC will now detect your punching type and variation, things such as left/right jab, crossover, uppercut, and overhand punch will now be accurately recognized in game,
This will have huge implication for VFC's PvE and PvP gameplay, as now it is possible to allocate punch effectiveness and damage according to your punching form and variation, as well as where you hit.
For example, a crossover to the kidney can now be extra effective as opposed to a jab, and an overhand or hook punch to the temple will be extra effective as opposed to uppercut (whereas uppercut is more effective when you hit the jaw)
We will firstly incorporate this mechanism into our dummy craft mode to further test and polish.
In the coming updates, what VFC can accomplish when it comes to melee fist-combat is:
- Punching power matters (Impulse momentum relationship -the science behind punching power will be established in the game)
- A much more detailed system of 'where you hit matters' (Jaw, Temple, Kidney, Rib cage, Eye, Nose, Stomach, and Heart will be effective, and Arm, Hand, Chest muscle will be less effective)
- Well known punching techniques will be recognized in the game and rewarded (Byways of studying human body posture while throwing a certain variation of punching technique, and detect that from VR 3 point trackers)
There will be more upgrades coming in the near future, and we coin the term 'Fighting Core 2.0' for it. We seek to build VFC into a very versatile system of melee combat that it does not limit itself to Boxing, but martial arts as a whole, this meant Fighting Core 2.0 will seek to explore areas of:
- Hand posture to enable palm strike, eye poke, hand blade, and hammer fist etc.
- Incorporate many martial art techniques including potentially Karate, Wing Chun, Taichi, Muy Thai etc.
Cheers!
This feature will be made live along with the VFC Academy update!
VFC Academy Devlog #2
Hello community!
Following the previous reveal on the DummyCraft feature on the upcoming VFC Academy Mode.
This time we are showing you the sprint competition mode
https://www.youtube.com/watch?v=YVYO4T7CLR8
This mode can let players compete with other players in a rally style sprinting competition using a time-shifted multiplayer feature, meaning you will be running against other real players without the need to be connected on a real-time basis.
This kind of time-shifted multiplayer feature will become one of the main features VFC focuses on in much of the future new game modes, as we think it promotes a very solid multiplayer and social interactivity experience.
Of course that is not to say that we are have stooped working on VFC's cornerstone content - the PvP melee fighting arena - after we conclude this stage of work on the Academy mode, we will jump back to polish out our core gameplay experience:
- Graphical update
- Social Feature Implementation
- Refined user experience
We are also planning a revamp on the special ability designs, and also adding 2 additional new characters into the game. Also, we will also attempt to make major compatibility update to Oculus users in the near future.
Again, because VFC is developed by a very tiny team consisted of only 1 programmer and 2 artists, we want to do our best to ship out contents as fast as we can, but we also want to ensure their quality, so, unfortunately, the process will be kind of slow.
But!! We want to thanks for all your continued support, and continue to work hard on the game!
Cheers!
VFC Academy Devlog #1
Hi Community!
We want to say sorry for the delay in releasing the academy mode, but rest assured that all the luxury of time we had is put to good use!
Today we want to share just some footage of the current state of the mode to you! This is the dummycraft mode
Stay tuned for more (Sprint and reflex mode coming soon)
VFC Academy Mode News
Hi Community,
VFC Academy mode is nearly done! However, we want to make some last few bits of improvements here and there before we publish it into the live branch. So it will be another week at most!
Happy Chinese New Year Fellas!
Oculus user issue
Update: problem has been solved. Thank you for patience!
Hi guys
Due to a recent SteamVR update, Oculus user might face trouble playing the game via steam interface due to certain compatibility issue.
We are working towards a solution as we speak.
Meanwhile, users can try to open the game directly from the directory file of VFC to see if the problem can be resolved.
Thanks!
2019 New Year Update
Dear community,
Happy New Year! Wishing you great success in achieving your
dreams and goals!
Here we've brought you some update on VFC
Colosseum mode Update (2nd Jan 2019)
- Highest and total KO will now be recorded and displayed in leader-board room;
- Entry level robot enemy implemented in the first 2 rounds for you to warm up;
- Robots will now come into the arena from the front gate;
- Robot difficulty slightly re-balanced;
- nearly 50% more sound effects added to a variety of robot animations.
[Free Major Update] VFC Academy Mode Coming In January 2019
Hello fellas, and Merry Christmas!
It's been a while since our last update (2 weeks?), don't worry, we are merely been busy with preparing for a bigger content update!
A brand new single player training and tutorial mode will be added to the game in January!
VFC Academy is a mode that allows player to both learn and train for the game, it involves many training tools and mini games, here are some promo graphics of it!
Stay tuned!
21th December 2018 Update
- Fixed a critical bug in match-making;
- Hand positions corrected in single-player mode for Oculus Rift and Windows Mixed Reality users.
11th Dec 2018 Update
- Spectator camera stabilized after opponent been knocked out;
- Haptic feedback now more responsive.
7th Dec 2018 Update
Point of view spectating system added: Players can now record their VFC PvP game play in a wide angle (thrid person) view for better viewership experience
Language support added for Chinese and Italian (coming soon)