What changed
1 fix0 additions0 changes0 removals
fixedMurderman! We've just launched a major update that adds something we've been dying to include in Quell 4D since months before launch. In Quell 4D you play as Murderman and you ride around on a slime beast named Mucus. Players were always meant to stand in the middle of their play space (riding on Mucus) to get around smoothly and fight efficiently in combat. This meant all enemies would target Mucus, the center of your Vive play space and not the position of your headset before firing meaning that players would not be able to duck and hide behind walls, or dodge bullets with their physical bodies, as all player damage was handled via the static mucus "collider". 1.1.0 overhauls this targeting system from the ground up. All enemies now look for the player's headset, and will fire towards your face instead of towards Mucus. Players can now dodge enemy bullets, hide behind walls, peek out and scope out rooms before entering, guns blazing. Overall, this provides for a much improved game experience and opens up for new ways of playing Quell. While working on this major update, we've also noted and fixed several other issues. These include player's being able to walk through walls by positioning Mucus close to a thin wall and walking through it with their physical body. This has been fixed and players will simply be pushed back when attempting to do this. Another issue was that weapons would sometimes turn dark red and unable to be fired. With the new targeting system, we were able to easily fix this issue. Guns should now only turn red if they are colliding with world geometry, for example if a player attempts to put their gun through a wall. We hope you'll enjoy this new update as much as we do! Stay murdery, Quellers! - Ser Pounce and Sklett
Quell 4D changes
fixedMurderman! We've just launched a major update that adds something we've been dying to include in Quell 4D since months before launch. In Quell 4D you play as Murderman and you ride around on a slime beast named Mucus. Players were always meant to stand in the middle of their play space (riding on Mucus) to get around smoothly and fight efficiently in combat. This meant all enemies would target Mucus, the center of your Vive play space and not the position of your headset before firing meaning that players would not be able to duck and hide behind walls, or dodge bullets with their physical bodies, as all player damage was handled via the static mucus "collider". 1.1.0 overhauls this targeting system from the ground up. All enemies now look for the player's headset, and will fire towards your face instead of towards Mucus. Players can now dodge enemy bullets, hide behind walls, peek out and scope out rooms before entering, guns blazing. Overall, this provides for a much improved game experience and opens up for new ways of playing Quell. While working on this major update, we've also noted and fixed several other issues. These include player's being able to walk through walls by positioning Mucus close to a thin wall and walking through it with their physical body. This has been fixed and players will simply be pushed back when attempting to do this. Another issue was that weapons would sometimes turn dark red and unable to be fired. With the new targeting system, we were able to easily fix this issue. Guns should now only turn red if they are colliding with world geometry, for example if a player attempts to put their gun through a wall. We hope you'll enjoy this new update as much as we do! Stay murdery, Quellers! - Ser Pounce and Sklett
Murderman! We've just launched a major update that adds something we've been dying to include in Quell 4D since months before launch. In Quell 4D you play as Murderman and you ride around on a slime beast named Mucus. Players were always meant to stand in the middle of their play space (riding on Mucus) to get around smoothly and fight efficiently in combat. This meant all enemies would target Mucus, the center of your Vive play space and not the position of your headset before firing meaning that players would not be able to duck and hide behind walls, or dodge bullets with their physical bodies, as all player damage was handled via the static mucus "collider". 1.1.0 overhauls this targeting system from the ground up. All enemies now look for the player's headset, and will fire towards your face instead of towards Mucus. Players can now dodge enemy bullets, hide behind walls, peek out and scope out rooms before entering, guns blazing. Overall, this provides for a much improved game experience and opens up for new ways of playing Quell. While working on this major update, we've also noted and fixed several other issues. These include player's being able to walk through walls by positioning Mucus close to a thin wall and walking through it with their physical body. This has been fixed and players will simply be pushed back when attempting to do this. Another issue was that weapons would sometimes turn dark red and unable to be fired. With the new targeting system, we were able to easily fix this issue. Guns should now only turn red if they are colliding with world geometry, for example if a player attempts to put their gun through a wall. We hope you'll enjoy this new update as much as we do! Stay murdery, Quellers! - Ser Pounce and Sklett