Full notes
Full Mind OVR Matter update
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What changed
- Compatibility
- Gameplay
- Store
- Balance
- Performance
- UI and audio
Hi everyone, This is a big one. I've pushed all the new content over to the main branch and deleted the beta branch. Apologies if I've forgotten anything (and I probably have), but here are the patch notes for this update. As you may have noticed, there are a few more than usual this time - I've tried to separate them into useful categories below: Big shiny new stuff first - New Gameplay Features:
A whole new Area, 'The City', based on community feedback and requests including a city to traverse, cars to throw with your mind, robots to fight and homing rockets to pluck out of the air.
The City includes 6 new enemy types sporting 3 new types of weapons.
You can stand on cars in the city. And then throw them.
A progression system. Unlock new abilities and areas by collecting data from the available game modes. This means there is now a 'master-score' of sorts - that is the total of your score across game-modes (minus purchases from the shop).
The player is now invincible for a brief period of time after taking damage.
The player's screen(s) (eyes?) now flash(es) when they take damage. VR is weird.
Other New Things:
Hands!! Animated hand models added to the game.
Added a very short tutorial to teach the basic controls on startup.
Added a 'render-scale' slider in the Home area.
Added button to Home area to toggle the platform beneath the player on/off.
Added lots of new buttons to the playgrounds (used to spawn practice drones and robots).
Added a scoreboard for the 2-player mode that is tucked away in the playground.
Helpful text now tells you which wave you reached on death.
Lots of new sounds (for basically everything - eg. buttons, level selector, wave start/end, lightblade collisions, welcome, grabbing, throwing etc.) - lots of "Vwooooom".
Lots of new particle effects (such as for drones spawning, telekinetic powers, golem attacks, lightblade collisions etc.)
Added haptic feedback to most interactions (eg. buttons) and powers.
Time now gradually slows down on death - like "Pchyooooooo".
Music now also slows down on death to a satisfying "booom chuuuckk boooooom boooooooom chuuuuuuckkkk".
Added throbbing blue scan line to the background hills/mountains.
Animated certain pieces of text to make them stand out more (eg. shop sign, wave starter text etc.).
Re-added particle effects (new ones, though) to hands to show 'area-of-effect' when grabbing objects.
Experimental mixed-reality support (Let me know if you have any problems with this - I'm still testing).
Old stuff what I done made better - Gameplay Changes/Improvements:
Revamped the systems behind grabbing/throwing objects such that they are now more robust and integrate the new droids/rockets/cars etc. Some behaviours are slightly different now, such as when grabbing an object with both hands, which is no longer always beneficial - experiment to see what happens with each object!
The 'grab distant' power now grabs many objects around the centre of your view, not just one. This means it is now substantially easier to use and more useful than before.
Improved the Lightblade physics (now passes through objects a lot less when moved quickly).
The Golem now telegraphs attacks better using particle effects.
Also changed timing of The Golem's attacks and lowered strength(speed) of his throw & bullet attacks.
The healthbars have been made much more obvious.
Changed the scoring/mutiplier systems such that the score gained from destroying drones is can now be vastly different.
The 'Restart' text now rotates around the player on death to make it more obvious.
Stopped the 'grab distant' power from affecting The Golem as it became trivial if uncurbed.
Objects no longer 'hang around' after being thrown by The Golem - they will instead return straight to where they came from.
Changed some later wave patterns in the wave-based game modes.
Robots are a substantially bigger target now for anyone that has been playing the beta content recently.
Other Changes/Improvements:
Major, major graphical improvements and a sharp new style.
Improved SSAO.
Performance improved due to many optimisations and some technical upgrades (e.g. Unity's 'Single-Pass Rendering' method is working now!).
Revamped all text in the game with a slick new look.
Revamped the look of the drones.
Redesigned the 'Level Selector Cube'.
Improved procedural sfx used by objects/cars.
Mixed the in-game music/sfx to a much better soundstage.
Audio spatialization greatly improved.
Buttons now have new materials (holographic) and change colour based on their on/off value.
Improved lighting in the Home area.
Improved layout of the Home area.
Rearranged/Edited the Starting/Advanced Tips text in the Home area to make it more clear.
Certain powers now use hand animations and particle effects to give feedback to the player about the power.
Changed/moved tooltips to take up less space.
Moved the buttons in the Home area slightly further away from the player's starting position to avoid accidental presses.
Made the 'level select targets' in the Home area slightly smaller and raised them so that they are less likely to be hit accidentally.
Changed the look of the Lightblade to better suit it passing through the floor etc.
The controller tooltips now change depending on which powers have been unlocked.
Changed the shape of most of the grabbable objects from the 'boring old cube' to a slightly more interesting 'bevelled cube'. I know, I treat you well.
Slightly redesigned the buttons.
The 'level-selector cube' now collides witht eh buttons in the Home area.
Things I regret and am ashamed of - Bug Fixes:
Player no longer sticks to walls if throwing self into them at certain angles.
Fixed certain occlusion culling issues.
Fixed certain lighting issues.
Fixed many performance-hindering issues.
Fixed bug caused by scores being too big for the scoreboard.
Fixed a bug caused by a negative score-multiplier resulting in the player losing points when destroying a drone after a very long pause since the last drone was destroyed.
Fixed score not displaying in certain circumstances.
Fixed the Timed mode's timer from displaying the wrong time after the time is up.
Fixed the game occasionally stuttering when loading in a new scene.
Fixed the blue drones having the wrong coloured light.
Specific Requests From Users:
[New Feature] A whole new Area, 'The City', based on community feedback and requests including a city to traverse, cars to throw with your mind, robots to fight and homing rockets to pluck out of the air.
[New Feature] Added button to Home area to toggle the platform beneath the player on/off.
[New Feature] The player's screen(s) now flash(es) when they take damage.
[Change] The healthbars have been made much more obvious.
[Change] Re-added particle effects (new ones, though) to hands to show 'area-of-effect' when grabbing objects.
[Bug Fix] Player no longer sticks to walls if throwing self into them at certain angles.
Thanks again for playing, I hope you enjoy, Joe
Source
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