Full notes
Full Dragonflight update
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What changed
- Compatibility
Hi folks So we've posted our first "pre-alpha" build (Betas tab >> preAlpha - Alpha releases) to show you all some work in progress.
A few notes
This is a *rough* build. Game dynamics are currently in flux. Level design is changing. This is a peek behind the curtain for the curious. It doesn't represent finished, polished gameplay or design, but it *does* give you a look at where we're going with things. We'll continue to use the pre-alpha channel as a window into the workshop - - odds are if you spot something weird in pre-alpha, we already know it's janky, but please feel free to mention it anyway. We always appreciate the feedback! As we migrate things from the pre-alpha down into the beta realm, expect them to stabilize and feel more like a polished product. Just want to set expectations right.
VR Users
We've exposed menus for some of the VR options we've been working on - BUT: somewhere in the mix the Steam launcher is interfering with the app talking to SteamVR/openVR (currently we're ONLY using openVR, which lets us run on both Vive & Oculus) The upshot is that *most of the time* when launching from Steam, the VR modes aren't activating properly. We're looking into this now.
Attack strength
The pre-alpha has verrrry different attack strengths compared to the main build. The short-range breath attack in particular is (quite accidentally) radically too powerful when used against castles. Whoops! If you're feeling especially destructive, enjoy it while it lasts. Chapter 2 - breaking the covenant - modest changes from prior versions, but generally similar to prior release. As mentioned, changes in attack strength affect gameplay somewhat unintentionally. We'll re-tune this level as more of our code base resolidifies.
Chapter 2 Arcade Mode (VR only)
Requires Vive or Oculus Hand-held controllers. This is a flight on rails, where you use the left controller to aim the dragon's head. The left trigger launches a long-range fireball, and the left thumb pad launches a short-ranged attack (on both Vive and Oculus controllers.) Ride the dragon and blow up as much as you can before the enemy dragons get you.
Chapter 3 Intro - VR Only
Introduces the concept of steering volumes in VR. Steer with the right-hand controller, shoot with the left. Steering in that mode should activate ONLY when your hand is within the steering volume. Moving your hand farther from the center makes for a sharper turn.
Chapter 3 - the hidden temple
Is a mixed-mode environment - into which we still need to build our new gameplay elements, so this is really more of a peek at a stage where the play hasn't started yet. But the free flight fans should enjoy having a look around. We're dropping more landmarks into this environment over the next few days. Anyway, more updates coming soon in Ch3. Note that the insertion into the canyon locks out the steering until you're beneath the clouds.
VR Controls in general
Work in progress. Ch1 & Ch2 VR modes expect a joystick/game-pad, and are far more likely to induce motion sickness - yikes. Ch2Arcade and Ch3VR expect hand-held controllers and are much more gentle on the inner ear. Suffice it to say, VR steering is work-in-progress. More to come.
Source
Changelog.gg summarizes and formats this update. How we read updates.
