Releases: WetzoldStudios/OutOrDead
Releases · WetzoldStudios/OutOrDead
v0.2.279
Features
Our Or Dead is now called traVRsal: https://github.com/WetzoldStudios/traVRsal
- New World: VR Gallery
- the first VR gallery you can naturally walk through
- showing the most recent beautiful photos from Unsplash
- Pyramid
- much more interesting world
- different kinds of exciting traps
- A.I. Take-Over
- much more interesting world
- big variety of walls, outside view, lamps
- enemies can take more damage but also show damage effects
- PacMan
- collectibles are at different heights providing a good workout warm-up
- inner mazes are lower making it possible to constantly see the ghosts in bigger play areas
- Interaction
- new interaction system
- remote grabbing support
- improved hand models & hand snapping
- improved pistol mechanics & rewritten bullet physics
- much improved player detection, hands will be recognized and shot at now
- World Editor
- create and share your own impossible spaces worlds
- manual and procedural modelling, puzzles & logic, enemies, collectibles, sound and more
- 2D and 3D player emulation
- extensive declarative & data binding capabilities
- everything that is done in the included worlds can easily be done by everyone else as well
- parts of existing worlds can be reused
- all worlds are automatically documented in the world repository https://github.com/WetzoldStudios/traVRsal-worlds
- for all details see the SDK on https://github.com/WetzoldStudios/traVRsal-sdk
- this is one of the biggest additions and alone has hundreds of features
- Procedural Worlds
- the minimum play space requirement could be reduced, now 1.44m by 1.44m is enough to play
- completely new generation algorithm, encounter a different play-through each time you play a world
- corner transitions, making it not possible anymore to guess which direction the next exit will be, leading to true exploration
- many additional randomization options and logic, making for much more interesting worlds
- Challenges & Online Capabilities
- statistics about a run are automatically collected and shown
- post successful runs as challenges to others
- play and beat challenges
- earn points for the global leaderboard
- choose a nickname
- optionally log in with a traVRsal.com account to play the unreleased worlds you are working on
- Scenery
- new main menu
- new outro scene
- new death scene, damage visualization and sounds
- support for ambient sounds in addition to background music
- worlds contain more metadata that is now displayed
- worlds now have skies
- Technical
- split all worlds into addressables
- world repository & API server
- much smaller main app, worlds can be updated without reinstalling the app
- switch from VRTK to VRIF
- switch from Unity 2019 to 2020
- much faster world loading
- much fewer hickups walking through a world (asynchronous activation)
- much better exception handling (no internet, insufficient play space)
- And much more...
Bugfixes
- hundreds of them, most notably:
- no sudden seemingly random death anymore
- bullets often not hitting
- enemy spawning
- enemies appearing out of nowhere
- improved snapping, pinning objects to walls
A Whole New Level
Features
- Level cover images
- Level detail dialog with long-description and optional settings
- New Level: "You, Pac-Man"
- Walk through the labyrinth collecting points, special points (fruits) and power-ups (ability to chase and eliminate ghosts)
- Ghosts (only Inky for now, Clyde soon)
- Beat your own high-score
- Evade or chase ghosts
- Find cover in safe-zones which ghosts cannot pass
- Music and many sound effects
- Level: Pyramid
- Additional sound-track once reaching combination room, thanks to a contribution by Holger Breiner (you rock)
- Many nature objects throughout like ivies and thorns
- Level: A.I. Take-Over
- Training Ground level renamed to A.I. Take-Over
- New enemy: Spider Bot, walks through the labyrinth on his own and explodes when near the player
- Spider bots can be toggled in the level settings (recommended to try at least once! They change the game-play completely)
- More voice commentary throughout, announcing enemies
- CCTV cam in some corners
- More open rooms and less hallways when tile count is 5 or greater
- Switched voice of commentator and added a bit of effect
- Improved visual quality of switching between impossible rooms
- Hands can now interact with objects on other side of a portal
- Items can be dropped and retaken again correctly
- Support for Nvidia Ansel
- Performance improvements for faster level loading
- 4K screenshots in most public material
SDK
- Moving agents
- Traversing nav-mesh including transitioning to other rooms
- Ability to limit reachable rooms using "NoAgents" boolean property (automatic for intro and outro rooms)
- Movement option: Random destination (more to come)
- Free or tile-snapped movement
- Support for agents carrying lights
- Support for skinned mesh renderers
- Support for animated agents
- Optional sound while moving
- Reworked level descriptor, making nearly everything semantic now instead of generic properties
- Spawning rule restriction to target (or not target) corners
- Room restrictions now support also indices instead of only names, making it possible to target specific maze rooms
- New spawning rule orientation: RANDOM_SIDE
- Optional spawning layers to limit items of a group to be spawned on top of each other while other items are still allowed
- Companion spawning: once the main rule is satisfied, spawn an arbitrary number of sub-objects
- New orientation options only for companions: SAME, OPPOSITE
- New placement option "StretchToCeiling"
- New maze generation option for tile count 5 and greater: HoleProbability to cut holes into a generated maze by removing random parts, great to generate bigger rooms instead of only corridors easily
- Support for individual named images instead of only a complete randomized gallery
- Navigation blocker component to create unreachable zones at runtime (e.g. safe-zones from agents)
- New voice commentary event hooks
- See an object for the first time
- Hear an object for the first time (triggered also when agents move)
- Custom cover image support
- Collectibles counting towards score with different point values
- Melee damage support through hands, targets can define if vulnerable to melee or not
- State change trigger (e.g. switching from hunting ghosts to vulnerable ones, including materials)
- New KPIs: deaths, score
- Simplified syntax to list properties (auto-guessing property type now)
- Support for sounds on death
- Tile position information now also contains distance to next and previous room
- All audio should now be routed through audio sources, allowing to expose the central mixer in a next update
- Much improved variable triggering mechanism accounting for physics inaccuracies
- Optional long descriptions for levels
- Optional level parameters that will be exposed in the UI and can be bound to spawning rules
- Boolean with description for now
- Persisted
- Additional checks for and info on incorrect level descriptors
- Automatic deactivation of one-way portals if starting at a later state
Fixes
- No more items being spawned in unreachable locations in rare cases
- Elevators run much smoother now
- Fast moving bullets are accounted for more accurately
- Improved snapping of objects, arrows now always pinned to walls
- Improved (delayed) initialization of world & variables (o triggering of actions during loading anymore)
- No more duplicate variable assignments
Technical Foundation
Features
- Vastly improved setup of play grid
- Automatic initial configuration
- Now tile count and padding can be set, the size is automatically derived, making it much easier to configure
- Will use maximum available space (there sometimes was a margin left over in the past)
- Nicer first room in pyramid level
- Items cannot be dropped anymore after crossing first door
- Too many players accidentally dropped their weapon
- Will stay like this until new inventory and interaction system is done
- Fully automated semantic analysis of level (see separate blog)
- The game now has complete information on the hand-crafted and procedural world
- Generation of directional information (for navigation hints, future map etc)
- Multiple object spawning mechanics slowly filling the world with content
- Items placed in dead-ends
- Randomization
- Highly improved snapping
- Support for arbitrary item catalogs
- Arrows pointing the way
- Lamps
- Spiderwebs, Fungus etc.
- First version of procedural voice commentary system
- Event driven text to speech
- Localization foundation
- User profiles (only one exposed in the beginning) keeping track of statistics and achievements
- Distance walked shown after each game and accumulated in main menu
- Experimental release for Oculus Rift
- Experimental support for transparent objects
- Performance improvements
- Faster level loading
- Much higher frame rate while playing, nearly no drops below 72 anymore
Fixes
- Level not accidentally moving out of play area anymore resulting in non-reachable portals (completely rewritten mechanism for boundary detection)
- Time grenade sometimes left time in slow motion permanently
- Switch box cannot be destroyed up-close
v0.0.95
v0.0.94
Features
- Big space support: all levels and rooms are now supporting big play spaces, tested with 6 by 6 meters
- World construction
- Multi-floor rooms
- Elevator mechanic
- Ensure spawning of targets only in areas a player can reach
- Support single holes, e.g. in ceilings
- Location aware spawning, e.g. do not spawn targets at open ceilings
- Training Ground level
- Much longer experience
- Directional sign in intro room
- Sentry targets react much faster to player
- Sentry targets explode on destruction
- Elevator maze room
- Laser grid room
- Destructible laser grid power source
- First boss teaser
- Pyramid level
- Minor enhancements
- Room transition logic v3: much fewer artifacts between transitions
- Improved dialog texts
- Icon included to be displayed in alternative launchers
- Performance improvements
- Debug mode now displays FPS
- FPS mostly at 72 frames now, only occasional drops
- APK size reduced significantly
- Level loading twice as fast compared to before, which allowed to squeeze in many new features that eat up the time again
- Lots of legacy code clean-up/removal
- SDK (start of reporting for SDK related improvements for pilot customers)
- Damage effect support
- Animated materials
- NoPropagate property
- X/ZOffset properties
- World state listeners to sync on "loading done"
- Experimental MRTK-mode (requested SRP batcher support)
- Additional level validation
Fixes
- Pyramid combination code not readable on higher grid sizes
- The whole room sometimes moves, making some areas suddenly inaccessible
- Light switch not working upon level restart
- Laser grid disappearing after level load
- Menu floor misaligned in big play spaces
v0.0.59
v0.058
Features
- Scenery is now interactive! Shoot targets in intro level and towers scene
- New targets to shoot, hit targets now animate
- Loading screen, eliminates jerky UI during loading and also loads a bit faster now
- Lots of additional foundation work for future features
- Scenery logic
- First appearance of Ivy in Pyramid
- Much extended spawning framework
- All game sounds now run through central mixer
Fixes
- Eliminated two more occurrences of flickering when switching between rooms
- Sky no longer disappearing in settings
- Improved gun play when between room transitions
- Light switch sometimes not working
- A few performance improvements
v0.0.49
Features
- New open scene in training ground ("the towers")
- Hint that new version is available right in main menu
- Faster healing
Fixes
- Corrected colors and exposure in training ground
- Improved menu (no more displacement after loading level, fences not loosing transparency)
Bugfixes
Features
- Improved position marker when dead
Fixes
- More targets counted than exist
- No more friendly fire or killing self accidentally with gun
- Flashlight not shining into training ground
- Scenery and items needlessly scaled with grid
- Reduced flickering
Public Release
Features
- Menu graphics and settings screen improved
- Added guards room in Pyramid level at the end
- Improved Pyramid labyrinth textures
- Item tool tips explaining upon grab what can be done with it (nobody had previously found the matrix-style time slow-down feature unfortunately)
- Levels will now always be exited cleanly, also if boundaries change
- Lights will be correctly restored after level end
- 4 by 4 grid is still mandatory for now until 3 by 3 is working in 100% of cases