Full notes
Full Draconic Order VR update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Maps
- Performance
- Fixes
Yesterday was challenging, so thanks to everyone who recorded their gameplay so it could be picked apart in order to see the weakest areas of the game. I think yesterdays development will be very helpful. General, Helpful Changes:
Added a new button in your inventory, called 'Help/Hints', which pulls up a menu of controls, and more info on what things you can do on the island, and how to summon spells and Guardians
Rewrote the Tomes notes to be more clear about what two items you must put in your hand at the right portal. Some even break character and say something about "pull the items out in each hand and hold triggers".. which felt kind of bad, but until I find better ways to convey this, it will do.
Tuned the Hover ability to have better control and stopping power. This will be a bandaid until the highly requested Trackpad locomotion gets added.
Added Day length and Night length options in the 'Options' menu
Added a super basic image map of the island, which is given to players at the start of a game. Eventually this will be a nice, 3d interactive map, but to cover the most ground in one night, it is just a basic overlay
Added a testing option for Level of Model Rendering.. Something I noticed yesterday, is some Players were having monsters pop really close to them, instead of further away. This is hopefully going to fix that, but I dont know until I get my spare parts cobbled together with a 970 later tonight so I can test.
Other fixes and changes:
Replaced the gray, black, and white wolf with a much nicer looking Wild Wolf for now. He has other color patterns, so the color and difficulty variations will make their way back. But for now, nicer wolfie.
Changed Guardian Command "Follow Me" to "Follow Me & Attack", which is basically the warpath method of following that they already do. They will also do a much better job of not getting stuck on monsters who aren't in rendering distance!
For sanity's sake, added a Guardian Command "Follow Me & Ignore", which will make them do a beeline towards you and not fight until told otherwise. This is the opposite of the other "Follow Me & Attack", and will eventually be a more defensive follow, so if the Player or Guardian gets hit, it will respond accordingly. But for now, we need an easy way to move them.
Fixed the Workbench! I did some dumb stuff and broke it pretty badly on accident when I switched out the low-poly model it was using. That is on me.
I removed some schemas from Unity's built-in Quality modes (simple, fastest, fast) in order to try and narrow down the variables to get things fixed.
The trees are alive I have a feeling the trees being crappy will be going on again. Until I hook up my other rig with a 970 and begin debugging these dreaded LOD and render distance settings.
Source
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