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Releases: WetzoldStudios/OutOrDead

v0.2.279

13 Oct 18:37
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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

09 May 11:49
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A Whole New Level Pre-release
Pre-release

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

27 Mar 12:34
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Technical Foundation Pre-release
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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

05 Mar 23:17
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v0.0.95 Pre-release
Pre-release

Features

  • Support for even greater play areas than 6 by 6 meters

v0.0.94

05 Mar 21:47
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v0.0.94 Pre-release
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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

20 Feb 19:17
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v0.0.59 Pre-release
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Fixes

  • Reverted back to the old transition logic, which causes a bit of flickering in certain situations but was stable, no logic will need a bit more testing

v0.058

18 Feb 18:25
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v0.058 Pre-release
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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

14 Feb 06:58
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v0.0.49 Pre-release
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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

11 Feb 15:21
939c9b9
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Bugfixes Pre-release
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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

09 Feb 23:29
939c9b9
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Public Release Pre-release
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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