Full notes
Full Spellbound update
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What changed
- Maps
This is a huge update and is one step closer towards my vision for how VR should be. This update contains hundreds of changes, big and small. I stopped keeping track of the specific changes, but I'll do my best to describe what has changed: NEW: The way characters are controlled has been completely redesigned and rewriten. This is the biggest change, which took a really long time to work out. Now, instead of controlling a character directly, you are a ghost which can possess a character. You control the ghost, and the ghost controls the character. This means that in the future, you'll be able to switch to and control other characters at any time. This also means that adding support for additional VR hardware platforms will be a lot faster and require no reconfiguration (I just swap HDMI cables). This also means that it will be a lot easier to support observers, mixed reality, different game modes, and multiplayer in the future. If I did my job right, you won't notice any difference ;)
NEW
Support for Oculus Rift + Oculus Touch NEW: The wizards hands can close and open. If you have Oculus Touch, you have touch sensitive per-finger gesture controls. It's just aesthetic for now, but will become useful later.
NEW
The title world now has illustrations to complement the narrative story. You can also click the illustrations to speed through it. This is a placeholder while we wait for additional artwork.
UPDATE
The game has been updated to support Unreal Engine 4.13. This brings a slew of backend updates, capabilities, and small performance updates.
UPDATE
You can now turn your head and look over your shoulder.
UPDATE
You can now crouch. This also shrinks your collision profile proportionately, meaning you can duck under overhangs or hide behind walls. The wizards knees also bend down to match your position, creating slightly better body presence via mirroring.
UPDATE
You can now have a different spell in each hand -- by design. To fully support this design change, I had to change the spell selection and spell targeting system. To target a creature with a spell, you point your hand at it. This also means we're one step closer to combining elements to get new spell effects :)
UPDATE
The wizards endurance has been increased from 3.0 seconds to 8.0 seconds. This means he can run for a longer period of time before getting tired. This also means players may get motion sick faster, so use care.
Note
To run, move your hands up and down as if you are jogging.
UPDATE
The book summaries in the title world have been removed (for now). It's a redundant step.
UPDATE
Sparklers have been added to the title world to help attract new players attention to points of interest UPDATE: Some really dark parts of the prelude level have better lighting.
UPDATE
Added more destructible brambles to the beginning stage of the prelude UPDATE: The AI for zombies and wraiths has been completely rewritten. This fixes some small AI glitches and increases their performance considerably.
UPDATE
The "Crawler" zombie and "walking" zombie have been combined. Same behavior and attributes, different body and collision profiles.
UPDATE
I can now find player torso orientation to within a very small margin of error (~5 degrees?) based off of motion controller and HMD locations.
UPDATE
The "Spell Orbs" have been changed to have a new aesthetic appearance. This is more inline with the idea that they are not "Spells", but "elements" which create various
Source
Changelog.gg summarizes and formats this update. How we read updates.
