In this update12
Full notes
Full PROTON VR update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Store
- UI and audio
- Maps
- Fixes
- Gameplay
- Compatibility
PROTON VR changes
Hi all! Early Access is now live! Before I go down into specifics I want to address anyone that has not bought the game but is attentive to it, and likely wishlisted, I wish to set your expectations.
Purchase the game only when you are comfortable with the state of the game. It's very Early Access, its 0.1!
I'll rewrite what I posted on an earlier devblog before the (planned 25th Release, that went well...)
State of the game
It sounds cliché, but being Early Access, it does not either... I feel that the game is not ready for release. -> I did add an entire new gameplay-loop and an entire level to the game.
The level ATOMICS requires you to perform a lot of tasks with machines in the level whilst getting shot at. I wanted to escape the archetypical "Enter Room - Kill Everything - Room Unlocks" loop. The reason I did that is cause it felt safe but in the end, I need to design the damn game not just code it and sprinkle pixel-art and awesome guns on it.
(Lessons learned: No more overhead platforms for enemies to soft-lock you and no giant maps)
-> I also fixed a lot of major bugs that were reported in the demo. (There's many still to resolve!!) -> Player base got a little love (just a little) with a few informational props so you know what is going on new in the game, and what I'm working on. (if you are too lazy to check it on steam, which I can understand)
-> Player is a bit faster (as requested) but I'm still cooking up something to make the player even faster.
Why launch now, if I don't feel it is ready?
There are two major reasons:
And also because this solo-endeavour is dangerously close of running out of runway!
Because I said so, and I'd like to believe myself a developer of my word.
Which means it's time to lay it all on the line. I think any developer worth it his grit postpones his game until as late as possible.
The opportunity to get a little return and an actual income will to allow me to continue this full-time, otherwise I will obviously commit myself to getting back to work and making this game part-time, which slows things down incredibly.
Addressing Recent reports from player feedback:
1) Progression System
The progression system is still coupled with the old 'roguelite-only' model, and since ProtonVR pivoted from that sometime ago, I haven't gotten around to updating it quite as I wanted to.
I want to prevent save-wipes (which still may happen!), and because of that assume that every weapon you unlock will remain unlocked, and can only be found in chests and are unlocked by simply grabbing them.
2) Content and Levels
Right now there's just the Player Armory, Robotics and Atomics. Proton will take the format of'pick your map/challenge'so players can play whatever challenge they want to, in the future I'll expand more on this and incorporate it into the progression system (some levels are locked)
Atomics level is still repetitive, before adding layouts I want to know that the objectives work, the gameplay loop can be completed and if it is fun! (It's the first time making an objective that is not 'kill everything', want to get it right!)
3) State of 0.1
Well, for one, this is version 0.1 and there is so so much more I want to improve on, but in general I think there is nothing 100% finished. But the groundwork for an amazing game is here. Now I have to work on this and build on top of it.
There are plenty of bugs, but I haven't gotten reports of soft-locks or crashes!
Seriously, let me know if the screen-refresh rate issue went away (especially if you play on 120hz or 90hz)
Priority now is polish and good gameplay feel
Afterwards priority is adding content (and filling up all those empty spaces in the armory!)
Demo Update coming soon so you can make more informed decisions and tell if the game is for you or not!
Next Update
> Weapon Improvements:
Right now I'm entirely focused on making better feeling gunplay, and making the gun work for you, and not against you. (looking at you, bolt-action rifle...)
I don't want players fighting the guns, I want players fighting WITH the guns! (duh!)
It also helps that I cleaned up my code so much that setting up new weapons is a breeze (easier to add them later on!)
> Level Content Improvements:
Add new rooms for Robotics, to get more variety.
Add the Gen2 and Gen3 Room sets for Atomics which I postponed to get it out first.
> Demo:
Include all the base-game bugfixes and improvements to be included in the demo.
But I am going to cap demo-content since it's not longer a play-testing platform:
Only a hand-full of weapons (will include customization)
Pistol, Pump Shotgun, Double-Barrel , KP1 Machinegun and Bolt-Action
A training area that spawns enemies to shoot at. (will add to base-game so you can test your guns on real targets)
Robotics and Atomics will not be included in the demo.
Micro-demo progression system based on your performance in the training area.
Getting back to work! -Sam
Source
Changelog.gg summarizes and formats this update. How we read updates.
