Hi Everyone! I just wanted to give everyone an update on what I've been working on the past few months. I finally decided to take the plunge and update Fast and Low to the latest Unity Engine (Unity 6).
In this update2
Full notes
Full Fast and Low update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes4 additions5 changes0 removals
Performance
Gameplay
Balance
addedI just wanted to give everyone an update on what I've been working on the past few months. I finally decided to take the plunge and update Fast and Low to the latest Unity Engine (Unity 6). One of the main drivers for this decision is that I eventually want to make a Quest port for Fast and Low and this is the first step towards that goal. Although this has been a pretty huge undertaking so far... it has given me the opportunity to add a bunch of new things to Fast and Low, and do stuff like completely overhauling the VR interactions!
addedUpdated VR InteractionsOne of the things I'm most excited to show off is the new VR rig that I've added to Fast and Low. Gone are the days where your hands will phase through each other. Or where you can pass your hands through walls and tables to shoot your enemies. This is all still a work in progress!
addedUpdated VR InteractionsI also added the ability to "Force-pull" objects that are close-by. I figure it's a small QoL update that have pretty much become a standard in VR these days.
changedUpdated VR InteractionsEach gun is now going to have a more distinct recoil and sense of weight to them. The Showstopper really kicks! ːwinter2019happyyulː
addedUpdate for FPS PlayersI've also added a bit more visual recoil for FPS players so guns feel more powerful and added things like hit-reactions to the player avatars so they feel a bit more alive.
changedUpdate for FPS PlayersSteam post imageSteam post image
Fast and Low changes
addedI just wanted to give everyone an update on what I've been working on the past few months. I finally decided to take the plunge and update Fast and Low to the latest Unity Engine (Unity 6). One of the main drivers for this decision is that I eventually want to make a Quest port for Fast and Low and this is the first step towards that goal. Although this has been a pretty huge undertaking so far... it has given me the opportunity to add a bunch of new things to Fast and Low, and do stuff like completely overhauling the VR interactions!
addedOne of the things I'm most excited to show off is the new VR rig that I've added to Fast and Low. Gone are the days where your hands will phase through each other. Or where you can pass your hands through walls and tables to shoot your enemies. This is all still a work in progress!
addedI also added the ability to "Force-pull" objects that are close-by. I figure it's a small QoL update that have pretty much become a standard in VR these days.
changedEach gun is now going to have a more distinct recoil and sense of weight to them. The Showstopper really kicks! ːwinter2019happyyulː
addedI've also added a bit more visual recoil for FPS players so guns feel more powerful and added things like hit-reactions to the player avatars so they feel a bit more alive.
Hi Everyone!
I just wanted to give everyone an update on what I've been working on the past few months. I finally decided to take the plunge and update Fast and Low to the latest Unity Engine (Unity 6). One of the main drivers for this decision is that I eventually want to make a Quest port for Fast and Low and this is the first step towards that goal. Although this has been a pretty huge undertaking so far... it has given me the opportunity to add a bunch of new things to Fast and Low, and do stuff like completely overhauling the VR interactions!
Updated VR Interactions
One of the things I'm most excited to show off is the new VR rig that I've added to Fast and Low. Gone are the days where your hands will phase through each other. Or where you can pass your hands through walls and tables to shoot your enemies. This is all still a work in progress!
I also added the ability to "Force-pull" objects that are close-by. I figure it's a small QoL update that have pretty much become a standard in VR these days.
Each gun is now going to have a more distinct recoil and sense of weight to them. The Showstopper really kicks! ːwinter2019happyyulː
Update for FPS Players
I've also added a bit more visual recoil for FPS players so guns feel more powerful and added things like hit-reactions to the player avatars so they feel a bit more alive.
Steam post imageSteam post image
I also made some significant changes to the enemy AI and to the enemy IK animation system. But...this is just a small sneak peek of what's coming to Fast and Low.