Full notes
Full Constricted VR update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
I did say the room would be released by the end of May! The entire escape room is built, puzzles are all finalized, and the first stage of Early-Access polish for this escape room is coming to a close. Only a little bit longer before it is released to all of you! I hope all of you are as excited to play it, as I am excited for you to play it. While the difficulty of the puzzles isn't as moderately tough as the previous room, the puzzles are more varied and may force you to think outside of the box more. Over the next week or so, I'm going to be compiling some pictures and a short trailer to highlight the new room, and these will be added prior to the level update. This room is a precursor to the next full-game that I am currently developing - think of it as a teaser of sorts. The length should take most players around 30-40 minutes, but there is no time limit so players can explore and attempt to escape for as long as necessary. You will need to pay attention to detail if you wish to learn the story behind the level. If you don't care about story, then you can just solve the slew of puzzles that are spread throughout the escape room. I've taken a lot of user-feedback regarding level design and wishes for some more physics-based puzzles and began to incorporate these into the room's design. One other major note is that due to an overwhelming amount of user response wanting a better form of locomotion, I removed the teleportation movement in both escape rooms in Constricted VR. For movement, you just need to use the touchpad as if it were a traditional analog stick. I've found that it is much more comfortable, and adds to the immersion in both escape rooms. By the time this is out of Early-Access, I'm going to have a menu system implemented which lets players choose their own type of locomotion style. Once this room is released, the next step in getting Constricted VR out of Early Access is improving the game's overall polish. During the months of June, and a little bit of July, I'm going to be overhauling the textures, entirely improving audio design, fixing bugs, adding hand-models instead of the vive controllers, and updating a majority of the models to reflect a much more aesthetically-fitting game. By the time early-mid July comes, I'm hopefully going to be able to release Constricted VR out of Early Access while I continue to design and build the next escape rooms in the series. As always, I highly recommend following my blog at pnxdesigns.com for up-to-date information and let me know if you have any comments, questions, or concerns! Thank you again everyone for supporting Constricted VR!
Source
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