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Steam News21 January 20179y ago

AmaranTime Update v1.1!

I am back from the holidays with an update for AmaranTime. One of the features I was (and still am) proud of is the Run In Place Locomotion, but I found that not many people would prefer to just play the game standing i

Full notes

Full AmaranTime Arena update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes6 additions3 changes0 removals
  • UI and audio
  • Gameplay
addedI am back from the holidays with an update for AmaranTime. One of the features I was (and still am) proud of is the Run In Place Locomotion, but I found that not many people would prefer to just play the game standing in the same place. Since I want to test out if the Run In Place Locomotion is a good and not sick inducing mechanic, I've decided to implement a few new features to force players to move around the environment.The update can be summed up in this gif: The guns now have a finite amount of shots, meaning that the Player will have to collect ammo as they start shooting more. The ammo will automatically spawn when the shots get low, but they will spawn far away enough so that the player has to run over to reach it. There is also an interface on the front of the gun to indicate how many shots you have left. To Reload, all you have to do is insert the clip into the gun, like this MLG reload shows: There have also been a lot of work done on the backend of things to help make the game run a bit more smoothly, including a whole rewrite of how the game handles the player picking up and tossing objects. Other than that, here's a run down of all the changes in this update: Bug Fixes
changedBug Fix: Grabbing the head will now not reset the head position to global (0,0,0) coordinates
changedUpdated Instructions on the Game Screen
addedNew Features
addedGuns now have finite ammo, you will have to reload when you are out of ammo
changedGun ammo will spawn on the field

AmaranTime Arena changes

addedI am back from the holidays with an update for AmaranTime. One of the features I was (and still am) proud of is the Run In Place Locomotion, but I found that not many people would prefer to just play the game standing in the same place. Since I want to test out if the Run In Place Locomotion is a good and not sick inducing mechanic, I've decided to implement a few new features to force players to move around the environment.The update can be summed up in this gif: The guns now have a finite amount of shots, meaning that the Player will have to collect ammo as they start shooting more. The ammo will automatically spawn when the shots get low, but they will spawn far away enough so that the player has to run over to reach it. There is also an interface on the front of the gun to indicate how many shots you have left. To Reload, all you have to do is insert the clip into the gun, like this MLG reload shows: There have also been a lot of work done on the backend of things to help make the game run a bit more smoothly, including a whole rewrite of how the game handles the player picking up and tossing objects. Other than that, here's a run down of all the changes in this update: Bug Fixes
changedBug Fix: Grabbing the head will now not reset the head position to global (0,0,0) coordinates
changedUpdated Instructions on the Game Screen
addedNew Features
addedGuns now have finite ammo, you will have to reload when you are out of ammo

I am back from the holidays with an update for AmaranTime. One of the features I was (and still am) proud of is the Run In Place Locomotion, but I found that not many people would prefer to just play the game standing in the same place. Since I want to test out if the Run In Place Locomotion is a good and not sick inducing mechanic, I've decided to implement a few new features to force players to move around the environment.The update can be summed up in this gif: The guns now have a finite amount of shots, meaning that the Player will have to collect ammo as they start shooting more. The ammo will automatically spawn when the shots get low, but they will spawn far away enough so that the player has to run over to reach it. There is also an interface on the front of the gun to indicate how many shots you have left. To Reload, all you have to do is insert the clip into the gun, like this MLG reload shows: There have also been a lot of work done on the backend of things to help make the game run a bit more smoothly, including a whole rewrite of how the game handles the player picking up and tossing objects. Other than that, here's a run down of all the changes in this update: Bug Fixes

  • Bug Fix: Grabbing the head will now not reset the head position to global (0,0,0) coordinates

  • Bug Fix: Hands will not be able to grab objects if they are already being held by the other hand

Refactor and Enhancements

  • Converted Holding logic to use FixedJoints rather than Parenting transforms

  • The Toss logic is now implemented in the Holdable and Equipable components

  • Updated Instructions on the Game Screen

New Features

  • Guns now have finite ammo, you will have to reload when you are out of ammo

  • Gun ammo will spawn on the field

  • Gun ammo is pickupable

  • Guns are reloaded by contacting the gun with the gun ammo

  • Added a Gun Reloading Sound

  • Added a Gun Empty Sound (plays when you fire the gun with no ammo)

  • Added a Credits Screen

Source

Steam News / 21 January 2017

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