A BIG THANKS to Jeremiah for recording the footage for us. We have the majority of the cave system in, and now it's just a matter of filling it with traps, puzzles and beasties! CLICK HERE to see link to the video
THANK YOU THANK YOU THANK YOU and Happy Holidays
Without getting too mooshy on y'all I wanted to take a moment during this wonderful time of year and express my deepest thanks and gratitude for each and everyone of you.
From the moment we decided on the name 'Yore VR' we knew that the community would make this game, in fact we were betting on it, and sitting here, barely 2 months after our rocky start I can honestly say that Yore is evolving beyond what I had imagined because of the amazing community that has risen up around. I can't thank you all enough for believing in Yore, it is because of your support that we are able to scale up our team and seriously scale up our ambitions as we move into the new year!
I'll make you all a promise going into 2017 - You all keep sending in your ideas, reporting bugs and contributing with your suggestions and critiques and I will devote every dollar and every hour we have to turning your ideas into Yore VR!
Here are some of the top ideas planned for the next 6 months:
Snow materials added to world and excluded from key objects
Volumes added to prevent snow from falling indoors
Meltable material type added to clear snow on objects brought inside
Pub setup and re-added
5 Pub tiers setup to be gradually built
Pub can now be purchased
More foliage, props and nicknacks added to cave
Additional refinements and visual effects added to the cave
Reduced steepness to some of cave slopes to improve navmesh
Cooking fire heat source radius reduced
Added console commands to spawn resources at will in beta build
Fixes
HOTFIX: Several objects fixed to no longer affect navmesh
HOTFIX: Falling Planks removed causing navmesh to update every second
Wolves no longer attack Skelly
Wolves no longer attack Skelly
Deer spawners cleaned up to avoid stacking deer
Weapon's won't float away when initially picked up
Cart recall fixed
Cart handle fixed
Oculus Touch
Touch support is a work in progress, we appreciate your patience as we work through this
Analog sticks setup
Teleport and menu triggers setup
Auto detect Touch
Added touch checkbox in menu
Vive dpad mode reworked to not steal input from touch
YVR Dev Vlog 11 - Wolf Packs, Caves, FXAA and more
https://www.youtube.com/watch?v=PcOGJXBLDio
1 - Delete Save Data feature
2 - FXAA / TXAA toggle and differences
3 - Cave system
- Torches and lighting
- Points of Interest
- Main chamber
4 - Crossbows working
5 - Wolves
- Pack behavior
- Death and Dying
6 Cooking and eating
0.3.8 Hotfix - Progress Save and Oculus Touch Issues
[H1]Fixes
Corrupt GUID's preventing progress from saving properly [B]
*Thanks Jeremiah**[/B]
The Fix wiped current progress - For limited period of time building costs are essentially zero to allow you to rebuild
Oculus Touch Left Analog should be working and bound to movement [B]
*
Thanks chaoko954 & Rick Black & R3volve & Lumps**[/B]
Wolves no longer attack Skelly [B]
*Thanks Turbatus**[/B]
Additions
Update 0.3.7 - Caves, wolves, death and Oculus Support
Caves
Cave structure created
First pass at ivy and foliage
Waterfalls and streams added
First pass at ruins and props
First pass at lighting
Caves added to the main map for players to find
Skylight disabled when player enters caves
First pass at cave post processing settings
Trigger added to despawn main level when in caves and despawn caves when you have left
Deer:
Deer Herd Mentality in, they will group up and act together
Deer will elect a leader to follow when in a grou
Deer will choose new leader if current leader dies
Fear is shared amongst the group
AI flee as a group
Wolves
Wolve animations setup
Wolve footsteps play sounds
Hurt and Death noises added
Wolf stops targeting once target is killed
Wolves will attack player on sight or sound
Wolves can attack and damage player
Wolf attack cooldown added
Lone wolf added that will stray outside of it's territory and wander entire map
Wolves will howl upon sighting player
Other wolves who hear howl will path to first wolf and attack together
Howling will spook deer and other neutral ai causing them to flee
Sleep wolves added
Wolves will return to spawn point after chasing player for max distance
Added max wander distance variable to define wolves territory
Added Alarm radius where Wolves will track and approach player once they are close enough
Added Wolf spawners to map
Wolves will hear the player from a greater distance
Wolves have random delay on their attack so they don't all attack in sync
Wolves won't call for help if they are attacked first
Wolf health increased
Oculus Touch
<*> Auto-Detect if Oculus is connected
<*> Left Analog controls movement
<*> Right Analog controls player rotation
<*> Analog button opens menus
<*> a/x mapped to teleport
Fixes and Tweaks
<*> Changed Default AA method from Temporal to FX <*> Added AA method toggle(FXAA/TXAA) in Advanced Graphics menu
<*> Movement Speed now saves properly
<*> House sign and chest disappear around back when it is fully upgraded
<*> Basket Spawner added
<*> Belt no longer prevents crossbow reloading
<*> Buns and fruit no longer spoil
<*> Blooms no longer disappear as soon as they are thrown into furnace, they need to be heated up to min temp before they disappear
<*> On game load, physics objects spawn slightly higher to prevent them from falling through tables - Commity fix
<*> Blooms placed into Top of Smelter no longer block ore if not melted but game reloaded - Commity fix
<*> Bloom no longer disappear immediately after thrown into smelter - Commity fix
<*> Hands rotated outwards to appear more natural - Community fix
<*> Tools can no longer bat cart around - Community fix
<*> Noise player generates travels much further now
<*> Resource yield clampable to allow us to give wolves more health than deer but yield less meat
<*> Material fixed for decal on blood drips from deer
<*> New Game / Delete Save data scroll added to main menu house
<*> Nav Mesh fixes to main map and caves
Yore VR Dev Vlog #10 - Hunting and Player Stats
https://www.youtube.com/watch?v=izjZl_Vm6HY
Click to see video
00:00 - 01:20 - Intro
Weapon Spawners - Silhouettes on the wall that you can grab which spawn new weapons and items in your hand
Target Practice
01:21 - 02:30 - Hunting
Creeping up on the deer to demonstrate the comfort zone
Deer gets scared once I invade his comfort zone
Once within the zone, deer will flee to get that distance away again
Crouching and walking emits less noise allowing me to get closer
4 Shots to take down the deer because I keep on hitting it in the hind legs
02:31 - 03:44 - Harvesting and cooking the meat
2 pieces of meat per deer
Hunger and Stamina is now setup on the backend
Not hooked into any systems on the front end
Next step is to hook it up to activities in game that will drain and gain bonuses from having full stamina
Meat glows red when you get close to a heat source like the cooking rack
Can put the meat on the rack or on the coals/fire itself
Takes about 60 seconds to cook deer meat
Can’t eat it until it is cooked
03:45 - 05:17 - Detailed hunting explanation
Deer AI
Deer takes an arrow(to the knee) and will automatically run
Comfort zone exists that causes deer to panic when a player gets within a certain distance
The more deer the player kills the more the deer will fear them
As the player builds up more of a reputation with Deer as a hunter this comfort zone will increase causing the deer to flee sooner
Deer will also run faster depending on reputation and will run further away
This is a way for us to keep things challenging and difficult for experienced players
Also a good way for players that do not hunt to co-exist peacefully and get closer to the deer
05:18 - 06:42 - Player Stats(Health, Stamina, Hunger and Thirst)
We have implemented 3 out of the 4
Thirst will likely come in 2017
Everything that you do that requires physical endurance will be affected by Stamina
Harvesting resources will get bonuses if stamina is full
Will be able to run faster for longer with full stamina
Will be able to teleport further and have less of a cooldown if stamina is full
Stamina Regen will be affected by how full your belly is.
Hungry players will regen stamina slower
Starving players will start loosing health over time
We want to limit how much we punish players with the hunger system but we do want to give bonuses for going to the effort of keeping your stomach full
Health Regen will be affected by how full you are. Starving players won’t regen health
06:43 - 07:08 - Cooking
Can only eat cooked meat.. Meat will spoil if it is not cooked
Meat will spoil if it isn’t cooked, will go green
Can’t each raw meat, need something to cook it.
Just need to bring the food up to your mouth to eat it.
07:09 - End - Outro
Tell us what you think and what you want to see next: http://forums.playyore.com
This is a community driven project so we really love any feedback that you have to give!
0.3.3.3 Hotfix - Cart woes
Apologies for the slew of hotfixes this week. We converted our cart over to a different kind of object in the engine to fix an issue that was happening when the recall button was used however this opened up a pandora's box of other issues which were far more severe than the one we were trying to fix in the first place, rendering the cart incredibly unstable.
Soooo I've rolled back our cart to before this conversion and we are going to spend the rest of the week recoding the cart system from the ground up to be much more robust and stable in every way.. Until that happens however the issue with the cart recall is still present so use that at your own risk but at least the cart itself is useable and should behave as expected for the most part
[H1]BAD CART, BAD!![/H1]
0.3.3.2 Update - Omnomnom (Food, eating and other things)
General additins and fixes
Iron Pickaxe no longer collides when on belt
Fix bow string issues
Added AA strength slider in Advanced graphics menu
Tools now detach from belt properly
Cart hook no longer steals tools on belt
Arrows stuck in deer body get destroyed when deer body destroyed
Deer no longer spawn on top of each other
AI will no teleport to the ground before spawning
AI can now see the player, not just hear them
Sleeping AI are blind
Can no longer destroy sword blade with hammer
Main house tiers now saving properly
Fixed axe/pickaxe not damaging targets until droppd/switched hands
Rocks and trees no longer respawn if something is in the way
Cart now SK mesh, can be recalled without spazzing out
Increased cost of blacksmith back to normal values
Bow rotation issues improved
Upgrade box for house appears properly after reload
Goats foot lever gripped properly from belt
0.3.3.1 - Cart stababilized
0.3.3.2 - Cart contents freezes again once settled in cart
Stamina and Food - nearly complete
Player now has a 'mouth' volume. If food is brought to the mouth it will now be eaten
Eating Sound added when eatingin Food
Cooked meat, Orange and Bun added as food resources
Food gives immediate stamina boost and increase stamina regen over time
Health - setup but not implemented
Player now has a health value
Torso, Legs and Head now have health values
Take damage event added to trigger sounds and effects
Player now makes use of Yore collision system to detect impacts on various parts of the body
Hurting Volume added which will do pre-defined damage to player when they collid with it
Hurting Volume can do repeated damage on a timer for things like standing in a fire or holding something that is too hot
Damage Overlay opacity governed by amount of damage received
Black overlay appears when head health is low
Gravestone appears at location of player death
Starter health has respawn point if player dies
Yore VR 0.3.1.1 Hotfix - Deer brains de-dumbified and other fixes
[H1]Deer / AI
- Deer no longer get at edge of map
- Deer no longer stop in their tracks like a deer in the headlight when they dont' have a valid path
- Added deer safe spots that they run to when all other pathing options fail
- Deer recalculates path much more often, results is less stuck deer but jerky zigzagging movement, will improve as time goes on
- Deer Health reduced
- Deer Stamina increased
[H1]Bug Fixes
- Homemade bow no longer offsets when swapping hands while in belt sphere
- Fixed performance stutter when you hit your first tree
- Reload level button now reloads you in main menu map if you initiate reload from there
- Hand rotation bug when locking Crossbow for first time fixed
- If player walks from locked crossbow the lock location resets back to player
- If swapping weapon from hand to hand while inside belt sphere grip got offset
[H1]Changes and Additions
- Drying rack added for drying deer meat, hasn't been tested much so functionality not gauranteed
- Belt sphere adjusted so it doesn't stick out as much