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Steam News19 February 20188y ago

AmaranTime 1.8 - Locomotion Adjustments, Enemy Adjustments, and the FUTURE

Long time, no see! I've been working on these over the holidays, and have started some prep work for future earnable upgrades in game!

Full notes

Full AmaranTime Arena update

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

What changed

2 fixes2 additions7 changes0 removals
  • Balance
  • Gameplay
  • UI and audio
changedBalance AdjustmentsThe LASR-1 enemy is now twice as large.
changedBalance AdjustmentsThe LASR-1 enemy is now three times slower than before
changedBalance AdjustmentsThe LASR-1 laser beam is now two times wider than before
changedLocomotion AdjustmentsUpdated Run In Place detection to use a Running Standard Deviation algorithm. Getting the Standard Deviation now takes amortized constant time!
changedLocomotion AdjustmentsAdjusted data structure for Run In Place detection to ‘reset’ when floating error propagation has grown too large.
changedBug Fixes / EnhancementsAdjusted Colliders for the Oculus Touch controllers and the HTC Vive controllers

AmaranTime Arena changes

changedThe LASR-1 enemy is now twice as large.
changedThe LASR-1 enemy is now three times slower than before
changedThe LASR-1 laser beam is now two times wider than before
changedUpdated Run In Place detection to use a Running Standard Deviation algorithm. Getting the Standard Deviation now takes amortized constant time!
changedAdjusted data structure for Run In Place detection to ‘reset’ when floating error propagation has grown too large.

Long time, no see! I've been working on these over the holidays, and have started some prep work for future earnable upgrades in game! Some of these updates you will not see until the next big update, hopefully in March. Happy blasting!

Balance Adjustments

  • The LASR-1 enemy is now twice as large.

  • The LASR-1 enemy is now three times slower than before

  • The LASR-1 laser beam is now two times wider than before

Locomotion Adjustments

  • Run In Place detection now tracks the headset position in the real world, rather than the headset position in the virtual world.

  • Updated Run In Place detection to use a Running Standard Deviation algorithm. Getting the Standard Deviation now takes amortized constant time!

  • Pressing forward on the control stick / touchpad will move the player forward at a slow walking speed. Great for micro-adjustments!

  • Players stop running when they stop Running in Place much more quickly now. The player will also stop walking when the control stick / touchpad has been released.

  • Adjusted data structure for Run In Place detection to ‘reset’ when floating error propagation has grown too large.

Bug Fixes / Enhancements

  • Adjusted Colliders for the Oculus Touch controllers and the HTC Vive controllers

  • The time wristwatch now spins around!

  • The time wristwatch will spawn blue particles when Slow Motion has been successfully activated.

Getting ready for the FUTURE (Changes that are not ready for release, but work was started)

  • Added device that points to where enemies are. Touch the device to activate it!

  • Came up with a list of earnable upgrades to add a positive feedback loop into the game.

  • Pressing the App button pulls up the Player Menu! Players can view the available upgrades here. The Player menu spawns just in front of the player.

Source

Steam News / 19 February 2018

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