Full notes
Full Graffiti Bombing update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey GB Crew,
What changed
- Compatibility
- UI and audio
- Gameplay
- Performance
- Server
Graffiti Bombing changes
Ain't no joke - we are actually getting closer to the first round of user testing!
Development Progress Update:
I've been working hard on finishing up critical functionality and tasks, then fixing bugs mostly. Moving any non-critical tasks to post launch, so back in the ice-box for now.
Current tasks left in progress, before the first Steam test build is published:
Testing across different VR setups for first round of beta (HTC Vive, Valve Index and Oculus Rift).
Fixing any critical issues for device types, mostly button mappings and orientation tweaks.
After that I'll be starting to get the first beta build ready for Steam to review.
Then will setup a beta channel on Discord, start inviting people, and give some beta info.
Finally start sending out the first test build via Steam, initially to a small group of testers.
Depending how much critical feedback, and how many bugs come out of the initial testing phase, will affect the timeline to launch into Early Access. As soon as the base game and features are stable / playable enough, I'll look to the initial public Steam release.
Image above is the new paint roller, which is physics based and quite fun to use.. but still a bit glitchy!
In other developments...
New paint system V2:
The current V1 paint system in Graffiti Bombing works well, but has some hard limitations.. as such it's not physically correct in all situations. Some planned future functionality will be too hard to effectively implement in the V1 paint system, or it will not work 100% reliably and be difficult to maintain. Plus there are various edge-case and bugs that are proving difficult to solve. This is due to the underlying design / architecture, and limitations that have only become apparent as I've got further into development.
Considering the goal of Graffiti Bombing is to be a more open-ended / open-world level design experience, realizing the full potential of the paint system is critical to the long-term enjoyment and success of the project. Looking forward to the next year or so of Early Access on Steam - I'm happy to announce that we have already started working on a V2 of the paint system, which is a complete rewrite and that will solve all the issues from V1. The new system is more physically correct and quite advanced, more details to follow soon.
Building the V2 paint system would not have been possible on my own. As such I will soon be joined on Graffiti Bombing code development, by a new developer who's expertise in graphics and shader tech, will allow us to realize the dream paint system we've all been looking for in VR. Together we will be focusing on the paint system rewrite as a priority over the coming months, and then will integrate into the Steam build on Early Access once ready.
DLC Pricing Finalized:
Adding a new developer to the project of course comes at a cost, as previously I was the sole developer. However, I think it's worth it, for us to realize the full potential of Graffiti Bombing. As such I will be increasing the DLC cost to $12.99 USD as a way to help mitigate the increased development costs. This is not a change that I make lightly, and I hope that you can understand the reasons behind it, and give your support. If all goes to plan in the coming months, then you should eventually see this change as a positive thing, and start of the new revolution!
Launching on Steam - this will still be happening on the same timeline, much as possible. However early adopters should understand the V1 paint system will be replaced in the coming months. As we are launching Early Access on Steam, I think this should still be OK. Over the coming months we can also continue to work at improving level design and other systems such as interactions, interfaces and more, so it's going to be a busy time for us all once we get started!
Community:
As always - you can interact with us via the Steam community features. We do read all posts, and reply where and when it makes sense.
The Graffiti Bombing group on Discord, continues to grow. So you can jump on there if you want to speak with the development team directly, or meet other potential players and graffiti artists.
Discord server: https://discord.gg/ZVkByeVyQG
// Wildstyle @ Graffiti Bombing
Source
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