Wave Magic VR cover
Wave Magic VR screenshot
Genre: Role-playing (RPG), Indie

Wave Magic VR

Dev Logz 3 - What's next?

It's like a mini podcast update thing.

https://youtu.be/iuujuoI8Fqs

Patch 0.8.2 - New Tutorial, Arcade Mode, and More

Hey guys,

We had a great time at VRLA and got a lot of good feedback on the game. It was our first opportunity to have a lot of different people test the game and we got some good insight into what we need to change.



The tutorial was enhanced for the expo and has been added to the game's default build now. Here are all the changes for this patch:



- New tutorial added that helps explain the overworld a bit more. The Justin scene has been removed and will instead be replaced with a scene that gives more story exposition instead.
- Arcade Mode is back. Arcade mode has been added to the main menu. In arcade mode you fight until you die. All spells are unlocked by default and no rewards are earned. This mode is great for leap motion users.
- Health bars added to enemies. There are now healthbars floating above the heads of enemies. Were working to get the game feeling more like an RPG than a wave shooter and seeing the health of your targets helps a lot.
- Player health count added to right hand. You had a vague idea of your health before with the red circle but now you can see exactly how close to death you are.
- Dialogue windows revamped. All dialogue windows look like the nicer ones from VRLA now.
- New Music! Our new composer Kevin Valenzuela has already made 2 excellent pieces for the game. You can hear them in the desert overworld and caves.
- Other small bug fixes.


Known Issues:
- The first floor of the battle tower is bugged. You should be able to skip it though

See us at VRLA this Weekend!



Hey guys,

We have a booth in the Indie Zone at VRLA this weekend and we'll have a special version of the game available to demo. If you happen to be at the conference come by and say hi! Were really excited to show off what we've been working on as well as try out all the other great experiences at the event.

Patch 0.8.1 Bug Fixes and Enhancements

Mostly just bug fixes this week. I have to make a special build of the game for our booth at VRLA for next weekend so unfortuantley most of my time is devoted to that. On the bright side if you're coming to VRLA please stop buy our booth in the Indie Zone and say hi!

Changes:

- Removed the launch window so you don't have to remove your headset anymore
- Optimized the overworld a bit to help framrates on lower end video cards.
- Fixed the tower level highscore counter
- Fixed some broken collisions in the Pyramid arena.
- Removed the chest with the high quality fire top near the tower (wasn't supposed to be there oops)
- Doubled flamethrower's rate of decay. Flamethrower was still too powerful, going to keep playing with it.

As a side effect of working on the VRLA build, the tutorial will be enhanced in the process. Should be in next week's update. Arcade mode is also returning soon for leap motion users that want to avoid the overworld.

Updates Returning to Regular Schedule Next Week

I've been in Japan for the past 2 weeks and have been unable to push updates. I am returning today and will continue with weekly updates when I get back. Sorry for the wait.

Friday Update - Patch 0.8.0 Pyramid Dungeon

Heyyyy buckos, its friday and were comin at you with the pyramid update.



Here's what we got:

- Added Pyramid Dungeon. Justin will open the door for you after you acquire +1 fire power. You can do this buy dumping fire energy in the fire altar or equipping a piece of gear with fire power on it.

- Tower encounters start scaling mobs past floor 5. This prevents too many enemies from spawning at once while still increasing the difficulty.

- Teleport crystal added outside the pyramid. If you touch this once you can teleport there at will from the tower.

- Zoom potions no longer work in dungeons

- Loot chests added to various places in the desert.

- Harder encounters added to the path leading to the Temple.

Leap Motion Build is Now Combined with the Default Build

No need to switch to the leap_motion_build beta anymore to use the leap. You'll get a prompt now on the intro screen asking which control scheme you want to use.

Emergency Sunday Update 0.7.10

There was a major bug in the last build that made gold chests un-obtainable so this update fixes that. As a side effect of pushing this early update you also get the equip system. You can equip 3 different types of armor, and they're all underwear so have fun with that. When you pick up a piece of armor the stats are randomized within a range appropriate for the quality of item.



Items can also have random sub stats on them such as elemental boosts or ult charge speed.

Patch Notes:

- Fixed Gold Chests
- Added Armor Equip System
- Replaced some chest rewards with basic armor
- Added some armor chests to the world
- Fixed some UI issues
- Lowered the length of the pointing laser

Known Issues:

Altars will scale their energy cost based on your elemental damage level which can increase via armor now. The altars will show an inflated cost as a result, this will be fixed later this week.

Wednesday Update? Patch 0.7.9 Released

This weeks update is coming early for secret reasons... oooooooooOOOooo.



Patch Notes:

- UI buttons replaced
- Loadout UI updated for Leap Version
- Tutorial updated with better voices and a refined scene
- Changed the way the ult charges. Light balls no longer spawn. Instead ult power charges every time you land an attack.
- Chests with important items now have a new golden skin.
- The leap hands are textured now (yay)
- The other 2 altars for wind and water have been added for enhancing elemental damage. The fire altar has been moved to the lower left corner of the desert.
- Combat text has a new font and is easier to read.
- All enemy spawners are now within 180 degrees of the forward position in all encounters.
- The item shop suitcase has reappeared.
- Inventory Icons should no longer disappear.

And a few other minor UI fixes.

Friday Update - Patch 0.78: Battle Tower!



Lot's of fun additions this Friday before the gang is off to GDC.

- Replaced arcade mode with the Battle Tower. Access the tower from the home base. In the battle tower you fight 10 waves of enemies on each floor. After completing the battle you can advance to the next floor. Chests have a chance to spawn each time you go up a level and the battles get much harder.

- Added more elemental enemies:


In difficult battles elemental enemies will spawn. Use the element that is strong against the enemy's type to deal double damage.

- Added frost bolt spell. Frost bolt behaves like a homing spell and slows the target on impact. It deals water damage and a bit less damage than fireball.

- Added item descriptions to the inventory screen.

- Changed flamethrower to deplete as you use it and recharge while not in use.

- Light balls no longer restore health.

- Minor bug fixes.