Update: Added high quality Oculus Touch support. New game announcement.
VRMultigames Update
As promised, the newest update of the game supports Oculus Touch natively.
You will get holographic hands, improved haptics, and hand gestures.
The engine version has been upgraded to 4.14. This lets us use a much higher quality of antialiasing by default. You will see that the Oculus Touch version looks much smoother and with better graphics.
There is one downside to the Oculus Touch version of the game. Due to changes in the engine code, the leaderboards for the Oculus Touch version are broken, so they have been disabled for now. If you want to compete in the leaderboards, you have to use the SteamVR version of the game.
To launch the Oculus Touch version, just select the Oculus SDK launch option when launching the game. The steamVR and the oculus SDK versions of the game are separate and different. SteamVR version has NVidia Multires support and leaderboards, while the Oculus SDK version uses high quality antialiasing and has the oculus hands instead of a Vive wand model.
Later, both versions will be integrated with each other, and the same version will have leaderboards, high quality antialiasing, and it will select the correct hand model depending on the headset you are using.
New Game Announcement
We also write here to announce our next game, DWVR.
http://store.steampowered.com/app/520750
If you liked the lightsword or the bow minigames, you will probably like this one. It uses similar mechanics to the bow game. It will launch in Early Access in 2 weeks, as a full premium game. Full support for Vive and Oculus.
VRMultigames will stay free, even for the Oculus Store version of the game (Yes, VRMultigames will launch as a native Oculus Store application). It will be the same game on both platforms.
If you are interested on trying DWVR, We have 5 free keys to give to people for trying it before release. Comment in this thread to show your interest and follow its news in VRDB http://www.vrdb.com/games/dwvr
Have fun, and comment here or in the forums if you find a problem with the new Oculus Touch version of the game.
New Minigame. Shootout Prototype
Added the 4th minigame, called Shootout Prototype. Due to how it was developed, its not alongside the other 3, but as a launch option.
This minigame is a prototype of a cover shooter, inspired by games such as time crysis. It is buggy at the moment and quite barebones, but its a fun little game.
Please comment and discuss in the forum its problems. This minigame also works fine in both Oculus Touch and Vive. The Oculus Touch update for the other 3 minigames will come later.
Controls are: Touchpad to teleport(to the blue balls). Trigger to fire. Grab button to grab objects, like the pistols that respawn at your waist. Press Grab again to drop the held object. You can pick up the rifles from the enemies, just aim at them with the hand and press Grab. A Red line appears if you are aiming at a interactuable object.
This video shows the gameplay of this current prototype.
https://www.youtube.com/watch?v=Q9YlJaEX69A
Announcing First Day Oculus Touch Support
We post this update to let you know that VRMultigames will update native Oculus Rift Touch support at day one, this December 6. The new update of the game will add tracked hands with gesture recognition, and a bunch of bugfixes. The game will stay free for Oculus users, and it will also launch on Oculus Store, but not on touch release, but later.
The game wont change for Oculus and Vive users, when the game starts it will create the proper hands (or a wand) depending on what headset you have plugged in.
VRMultigames Stable Branch Update: Leaderboards, performance, and stability.
The improvements that have been done in the public test branch are now ready for the normal branch. This update adds leaderboards and a menu with some settings.
General
Added settings menu on the vive Menu button. It adds a panel to the hand with settings for Multires and Screen Resolution, alongside a teleport mode toggle. Its closed by pressing the Menu button again.
Added Screen Resolution scaling , you can edit it from the settings menu. Careful, values above 200 are massive performance hits.
Added Nvidia MultiRes. As an option to the menu button, you can set it to different intensities, 0 disables it. The best mode is the mode 2, mode 3 is too aggreesive most of the time. Enabling it to mode 2 or 3 can give +40-60% performance if you have an Nvidia card. Feel free to put it to mode 2 or 3 and bump the screen resolution up for improved game quality without a performance hit.
It does nothing if you have an AMD card. If it crashes or similar, report the problem so it gets fixed.
Changed the teleport graphics. Now its a blue ball on the target location, no arc.
Game is now playable on Oculus Touch , but it wont show the oculus touch hands yet.
Drone Assault
Fixed bug where the bullets could return.
Fixed exploit where you could step back on a big room and bullets wont reach you.
"lategame" is now harder, adding enemies faster and 5 at once. It triggers at around 300 score.
Added public automatic leaderboard. Upon starting the level you will see the leaderboard update to the left. Scores are automatically submitted once you die. It wont get updated when you die, you need to restart the level so the leaderboard in the sky updates with the new values.
Goalkeeper Simulator
Improved haptics
Added leaderboard, same rules as the Drone Assault one.
Last Stand (bow game)
Fixed couple bugs with bow collision and teleporting.
Changed AI a little bit.
No leaderboard on this one yet.
Test branch update 17/08/2016 Leaderboards now showing in-game.
New Test branch update, getting closer to stable.
If you have an Oculus Touch becouse you are a developer, you can try them ingame, their implementation is basic, but it will actually work fine.
Leaderboards are now enabled for the goalkeeper game too.
Both leaderboards(drone fight and goalkeeper) are now in a HUGE panel to the left of the player, that panel will show the scores around your highest. It updates when you start the level.
Slight performance improvements.
Dev Update 05/08/2016 . Leaderboards beta, Performance Improvements, and multiplayer news.
New Betatest Branch
Added a new branch to the game, the public_betatest branch. This build will get updates more often, but its going to be less stable than the main branch. Once the new things are stable, they will get added to the main branch.
Graphics and performance
It contains a build of the game using NVidia VRWorks for multiresolution. If you are on an AMD card, you wont get anything new, but if you are in a nvidia 970GTX or newer, you have access to multires.
Multires is a hardware optimization for VR(AMD hasnt done that yet) that renders the center of the eye with more resolution, and the edges with less. It allows for BIG performance improvements ( up to 40% ).
Right now, there is no in-game configuration (is being worked on for the release on the main version of the game), so you have to configure it by console commands.
You can open the console by pressing the "`" key. If you dont have an english keyboard, search for UE4 open console key on google and try to find wich one its for your keyboard. The important commands are these:
"vr.MultiResRendering 2" Sets multiresolution to level 2. Pretty much invisible, but it allows much higher performance over normal. It can be set to 3 for an aggresive mode wich gives more performance at the expense of pixellation on the borders, or to 0 to disable it. Sorry AMD users, this wont do anything for you.
"r.ScreenPercentage 130" for the scale of the resolution, the default its 130 . If you have a worse gpu than a 970, you can try decreasing it for extra performance at the cost of pixellation. If you enable multiresolution, you can bump it to 200 easily, increasing the resolution of the game and improving the image quality by a lot. With multiresolution to 3 you can bump it to 250, but then you have lower quality at the borders, feel free to tweak to find your sweet spot with your PC. This also works on AMD cards, so if you have a strong GPU, feel free to try different values for improved image quality.
In general, temporal antialiasing has been removed, it was using too much power for little benefit. This leads to increased performance overall, so you can bump the resolution of the game if you want better image. In a AMD with similar power to a 970 you should be able to bump it to 170 from its 130 default.
If you have an AMD card, PLEASE post your performance and if you had problems or regressions with the main branch version. We dont have a PC with an AMD card, so we cant test if it breaks the game for AMD people.
Leaderboards
In the test branch, leaderboards have been implemented for the Drone Assault game, as its the most stable game. The leaderboards cant be seen in-game yet, but you can see the leaderboards in steam itself http://steamcommunity.com/stats/500360/leaderboards/1396090/
They are only for the drone game, becouse that one is simple and competitive, wich makes it a good choice for the first to get leaderboards. All scores will be updated automatically.
Oculus and multiplayer
We are getting Oculus Touch devkits. And that means 2 things. First, we will add complete support for Oculus Touch; And second, now we have 3 headsets, so we can implement MULTIPLAYER.
Given that now we have more headsets than a single Vive, we will start implementation of multiplayer as soon as the interface updates for the features above are finished. This means that the 4th minigame will have to wait, but instead of getting it, the current minigames will get multiplayer versions.
The art gallery will become the game hub, and there, players will be able to see each other. You will be able to hop in a game with a nother player, and play in a cooperative(or not) way. The multiplayer will come on updates, and the first game to get a multiplayer version will be the action bow game, where it will be able to play with 2 to 4 players at the same time, and shoot robots freely. The drone assault game will also get cooperative mode. You will be able to start seeing the progress on multiplayer on the testing branch 2 weeks from now. The current 4th minigame prototype is going to pause development, and the 4th minigame is going to be a multiplayer focused game.
Also, the art gallery is getting hats, for the player avatars. And of course, players with a Vive will be able to play with players with oculus unless Oculus forbids it or makes it impossible.
Bow Action improvement update. 30/07/2016
From the work done in AI and enemy logic in the 4th minigame, there are new enemy types in the game code. This update uses those enemy types to overhaul the bow game in a big way.
At the 3rd round, enemies wich use rifles will appear. This enemies run up to a set distance, and then shoot you with good accuracy. This means you cant stay in a corner and club everything to death with the bow anymore, as this enemies dont get close. Their AI will be improved over time.
You can still teleport close to them and then hit them with the bow, but then you risk getting shot at point blank range, and also you have to be careful to not hit the bullets while teleporting.
It also adds flying drones, at the 4th round and in small quantities. This little buggers will stay at around 2 meters from the player, with similar movement as the lightsaber ones, but in 360 degrees instead of staying in front of the player. They also die in 1 bow hit, and they can be clubbed with the bow IF they get close enough to you. They are very difficult to attack melee as they fly and are normally out of reach. They will keep shooting at you if they have line of sight, wich means they are the most dangerous enemy in the bow game.
After the 4th round there is a 5th round wich is harder and spawns more enemies, and that round will get repeated until the player loses.
Bullets from both the drones and the rifle red robots can be blocked with the bow . They wont be reflected like with the lightsaber.
There are also more smaller changes to the bow gamemode:
Bow now does a sound and vibrates the hand when clubbing an enemy.
Enemies in later rounds run faster.
All melee enemies attack twice faster once they get into melee range.
Slow motion while pressing the grab buttons to teleporting is not as strong now, it went from a 95% time slow to a 70% time slow. It is still slow enough to be able to dodge bullets, and you will need it.
Increased the number of spawn points for the enemies, so they can appear all over the map if you leave the starting zone.
In general, this changes change the bow game into a much more competitive and action oriented game. Before it was too abusable and had absolutely no challenge.
Leaderboards are being implemented right now for all the 3 minigames, they will be added to the game once the minigames are deemed to be "stable"
As allways, have fun and comment if you encounter problems.
Post Release Hotfix 2.0 27/07/2016
Another post-release update from player feedback.
General
When you pick a object such as the weapons or the goalkeeper hands, the Vive blue outlines get hidden.
Drone Fight
Improved drone spawn rate, it increases speed slower now, giving more time until the player gets swarmed.
Pistol now has faster projectiles, and vibrates the hand when shooting.
Goalkeeper Simulator
Small changes to how the launchers throw the balls, now is less common for them to launch them at the very edge of the goal. The hands now vibrate when blocking a ball
Last Stand(bow game)
Big changes to the bow. The way the bow is attached to the hand is changed now, the bow loses its physicallity, no longer colliding with the environment. On the other hand, it now moves in a MUCH more responsive way and works much better on teleports and slowing time. You can still use it to attack the robots.
The enemies now do their hit detection in "2d" wich means that the height of the player changes nothing now. It is also improved in general.
Enemy spawning increased in later rounds.
The arrow is changed, now it spawns better and moves depending on how you draw it, also, it has vibration now. The vibration depends on how hard you draw the string. Should improve feedback on the shooting by a lot.
As allways, post if you have a problem or you find a bug so it gets fixed.
Post-Release hotfix update 26/07/2016
Given the starting feedback at the release, a few things have been tweaked.
General
Teleport is a toggle now, you can toggle it by teleporting into a new sphere in the wall of the gallery map, or by pressing the spacebar. Works anywhere, and stays for the whole game. It resets to the "fast movement" style when opening the game.
Drone fight
Unchanged
Goalkeeper simulator
Unchanged
Last Stand (bow game)
Bow is now more "heavily" attached to the hand, being faster to move
Enemies on the later rounds spawn a lot faster and there are more at the same time.
Improvements to the "menus" for graphics settings and other gameplay settings such as wich teleport type to use will come over time.
Also, ill show you one thing. A sneak peek of the 4th minigame map, wich is still being done, but will be finished and added to the pack this week. It will be a shooter designed from the ground up for VR and motion controls.
Follow us on twitter @Mad_Triangles where we will post updates and images of the new minigames and other things.
Pre-Release bugfix update
Getting ready for release soon. This is a mostly performance and bugfix update.
General
Improved stability of the game, improved performance a little bit, added SteamWorks SDK so it now counts as a steam application properly,
Changed the teleport to a "fast movement" style. Now instead of just blinking to the location, it moves you fast to it. It allows for interesting gameplay in the bow game as you can stop time with another teleport while flying to the target, and shoot arrows mid-flight.
Let me know in the comments if you dont like it and would like an option for normal blink teleport
Drone game
Added some more sound FX, alongside better particle effects for the light sword, drones now spawn endlessly, and difficulty is increased a bit. The pistol now has a energy meter(shown by the color of the pistol light) wich controls how fast you can shoot. If you shoot too much, the pistol firing speed is lowered.
Goalkeeper simulator
Added extra sounds, improved physics detection a little bit
LastStand(bow minigame)
The new teleporting changes things quite a bit, now you can shoot while teleporting and other strange tricks like that. Improved physics on the bow when you hit enemies with it (now you need to hit it at a bit of speed, enemies wont instantly die when touched now). Enemy spawning its fully endless now.
Let me know in the comments if anything goes wrong so it gets fixed.