Full notes
Full Hyperwheel Overdrive update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Fixes
- Maps
- Balance
- UI and audio
- Server
Hyperwheel Overdrive changes
It's been awhile since we announced an update. Over the summer, we quietly put up v0.8.15, v0.8.16, and v0.8.17 that all contained various feature improvements and fixes. Here are all the changelogs, including the brand new v0.9.0 that goes live today! This represents a major development milestone and, while we're not quite ready to put a date on allowing sales of the game to new players, it will happen soon. Please bear with us for a little while longer. We can hardly wait to get new players into the world of Hyperwheel Overdrive! The multiplayer experience is a blast.
Much of what has happened over our summer can be summed up as:
massive comfort improvements
implementation of a proper third-person aiming system & improving the third-person camera
the addition of "Hand Position" and "Hand Point" controls, along with the refining of existing analog stick / trackpad controls
Basically, the game is a lot more comfortable to play. And while it is still on the intense side of the spectrum of VR games no doubt, we've made some accommodations that allow many more people to play for longer periods of time. One big one is that it is now possible to lock your rotation on all axes and use point steering to have the car automatically rotate to face your body, which can work pretty well on a swivel chair or even standing. The third-person camera is also an option that lets a player do all of the aiming and launcher loading activities that a first-person player does, but without having to feel all of the spins of their car as the camera just tracks it overhead.
Hyperwheel Overdrive v0.9.0 also brings with it a proper intro with randomized bot combat from the spectator view, complete with intro theme music. So many things have been fixed up and improved in the game culminating in v0.9.0 today, but there are still just a few things we'd like to line up before we turn sales back on. We truly want people to have the best experience trying this unique VR game for the first time. Thanks again for your patience. If you haven't wishlisted it yet, please do. It really helps us gauge interest! Alright, on to the changelog...
v0.9.0 (Build 252): August 21, 2020
optimized various startup activities (delaying loading of menu and other things)
optimized instantiating players & bots
added main theme music during game intro and implemented Music Volume setting
updated various third-party packages
increased FOV for rearview camera
adjusted car physics on terrain
resolved issue with boat not driving at full speed
fixed third-person camera behaviour when car is aerial (was rotating to face forward like in reverse)
fixed explosion line of sight checking bug (explosions through walls)
significantly increased explosion forces
increased explosion damage delay time
decreased grenade blast radius from 80m to 60m
increased boost force for boat
fixed bug where remote players' rifle positions and rotations were wrong
fixed bug where new power-up was sometimes not overwriting an existing one
fixed stunt HUD modifiers layout bug
fixed stunt gap bug where reversible gaps weren't working in the reverse direction
fixed issue with Seeker Balls not going up steep inclines like quarterpipe ramps
fixed point steering issue with rotating wrists affecting steering direction
fixed bug that allowed used up power-ups to be used again infinitely
increased screenshot resolution to 2560x1440 & made screenshots use full FOV rather than a single VR eye
added FOV setting for screenshot camera
hid third-person UI elements like transparent sphere hands & rifle aiming tube for screenshots
brightened match start info text and included stage name when region is set to "All"
set up Oculus usernames to be stored for new players when on Oculus platform
fixed bug where bots couldn't use directional boosts
added billboard with new cover art to HyperCorp Complex along with associated stunt gaps & ring
updated app icon
v0.8.17 (Build 238): July 25, 2020
changed "Left Hand" / "Right Hand" input options to "Left Hand Position" / "Right Hand Position"
added "Left Hand Point" / "Right Hand Point" steering input options (works well for rotation-locked play)
adjusted VR position resetting to reset rotation to vehicle's for rotation-locked players
fixed bug where cockpit power-ups sometimes shrink and never grow back to normal size
adjusted head camera position to improve helmet vignette (and defaulted it to on)
lowered Comfort Cage a bit so that middle line isn't covering important space
decreased angular velocity threshold for Comfort Cage angular velocity-based limiter
changed 3D Comfort Cage material not to emit light
fixed bug where closing & opening menu hid Stats & Progress page content
changed projectile power-up creation sound
smoothed out ground in various places in Volcanica
major geometry updates to HyperCorp Complex
v0.8.16 (Build 233): July 17, 2020
replaced splash screen with an intro scene featuring Neon Engine logo and bots
changed startup to load the last played stage after the intro new scene has finished
fixed bug in bots where they wouldn't use Seeker Balls or Homing Rockets
made match start info text white and fixed layering so it appears behind menu
adjusted spectator message feed to rotate with player
adjusted poll system to only auto-open on initial stage load if player has not provided a response
fixed bug with cube cams not getting reconnected to spectator entities after stage changes
added "Show player markers" and "Show color trails for your Cube Cam" to General Settings
increased cube cam trail time from 2 seconds to 5 seconds
decreased laser blast volume
added a Gun Sight setting with 7 different sight graphics and increased resolution of default sight graphic
improved aimer to position itself on top of close targets better and to properly show its targeting car wheels
optimized inventory system power-up creation and destruction
prevented 2 power-ups from being activated at the same time
added sound effect when a projectile item is created from a power-up
fixed bug that prevented deployable spawn point from showing up on initial match start
fixed bug where grabbed items were momentarily disappearing when driving at high speeds
increased size of launcher load target
adjusted some setting labels and increased some panel sizes to better cover menu pages underneath panels
tweaked follow cam distances
adjusted default seated height upward slightly
added third-person "rifle" object that lets player aim effectively from third-person view
added mirrored set of the player's power-ups for direct interaction in third-person view
adjusted Red Team / Blue Team car customization slots to always be available
prevented issue where poll option collider were being activated even when poll panel was hidden
when using first-person or third-person world locking, made menu always open facing player
fixed bug where aerial auto-gyro was enabled at launch regardless of current setting
increased car angular drag, dampened aerial gyro forces, and made aerial spinning wheels slow down faster
adjusted plane flight model
v0.8.15 (Build 225): July 7, 2020
added in-game changelog and made it show up on version updates
implemented poll system to gather player feedback more effectively
overhauled Neon Engine server API for future expansion
adjusted Deployable Spawn Point to spawn players raised up a bit to ensure wheel doesn't start in the ground
Source
Changelog.gg summarizes and formats this update. How we read updates.
