I thought I would update the community about what I am working on for the next update. There are actually several things going into the next release, but today I'll focus on what I am tackling this month.
In this update5
Full notes
Full Uberlaufer update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes2 additions6 changes0 removals
Gameplay
Maps
Balance
Store
changedCollapsible WallsI am coming up with a plan to make iterative improvements to some e of the combat and stealth elements of the game. While I think there are plenty of things I can do to improve those areas, I am very happy with the dungeon complexity in the game. I'd go so far as to say the dungeon layouts generated dynamically are more complex than most other Roguelike games I've played in VR. Navigating the dungeon is as much a part of the game as combat and how you approach enemies. I wanted to further the variability even further.
addedCollapsible WallsI am adding some new room types for the next release which I will talk about in a future new update, but right now my focus is on collapsible walls for alternate routes and discoverable artifacts.
changedSecret Room ConnectionsAs you explore the dungeon, you may see a wall with cracks in it and a broken part you can actually peek through. These provide a way to jump between different rooms, hallways or cells. They are great for avoiding an enemy, a quick escape, avoid using a key for a locked cell or surprising an enemy. Because you can peer through the wall without being spotted, it can allow you to get a jump on them if you have good aim once you break through. You do NOT have to use these walls to escape the dungeon. They do make noise which can attract a guard, but they are a lot of fun. These shortcuts do NOT show up on the map.
changedSecret ArtifactsThe second type of collapsible wall is a secret area. The only way to identify these are visible cracks on the outside in tight passageways. There is no hole to peek through. Finding these is also not required to escape the dungeon, but they are the only way to have a chance of discovering artifacts.
changedSecret ArtifactsI've had several requests for perks that can be reused without purchasing them each dungeon run. Artifacts fill this role. The Third Reich was notorious for stealing artifacts from all over Europe and Africa. If you discover one of these, it will always be available to use when you start the dungeon. The catch is, you can ONLY select one artifact to gain its perk when you start a dungeon. Combing these with standard perks can help people with different strategies.
changedSecret ArtifactsThe buffs these artifacts provide is something I am still contemplating. I am reasonably sure one of them will provide clues on your map to where one or more objectives are located. I expect to be working on these features through the end of the month. If you have any ideas or feedback on artifact effects, please let me know in the forum.
Uberlaufer changes
changedI am coming up with a plan to make iterative improvements to some e of the combat and stealth elements of the game. While I think there are plenty of things I can do to improve those areas, I am very happy with the dungeon complexity in the game. I'd go so far as to say the dungeon layouts generated dynamically are more complex than most other Roguelike games I've played in VR. Navigating the dungeon is as much a part of the game as combat and how you approach enemies. I wanted to further the variability even further.
addedI am adding some new room types for the next release which I will talk about in a future new update, but right now my focus is on collapsible walls for alternate routes and discoverable artifacts.
changedAs you explore the dungeon, you may see a wall with cracks in it and a broken part you can actually peek through. These provide a way to jump between different rooms, hallways or cells. They are great for avoiding an enemy, a quick escape, avoid using a key for a locked cell or surprising an enemy. Because you can peer through the wall without being spotted, it can allow you to get a jump on them if you have good aim once you break through. You do NOT have to use these walls to escape the dungeon. They do make noise which can attract a guard, but they are a lot of fun. These shortcuts do NOT show up on the map.
changedThe second type of collapsible wall is a secret area. The only way to identify these are visible cracks on the outside in tight passageways. There is no hole to peek through. Finding these is also not required to escape the dungeon, but they are the only way to have a chance of discovering artifacts.
changedI've had several requests for perks that can be reused without purchasing them each dungeon run. Artifacts fill this role. The Third Reich was notorious for stealing artifacts from all over Europe and Africa. If you discover one of these, it will always be available to use when you start the dungeon. The catch is, you can ONLY select one artifact to gain its perk when you start a dungeon. Combing these with standard perks can help people with different strategies.
I thought I would update the community about what I am working on for the next update. There are actually several things going into the next release, but today I'll focus on what I am tackling this month.
Collapsible Walls
I am coming up with a plan to make iterative improvements to some e of the combat and stealth elements of the game. While I think there are plenty of things I can do to improve those areas, I am very happy with the dungeon complexity in the game. I'd go so far as to say the dungeon layouts generated dynamically are more complex than most other Roguelike games I've played in VR. Navigating the dungeon is as much a part of the game as combat and how you approach enemies. I wanted to further the variability even further.
I am adding some new room types for the next release which I will talk about in a future new update, but right now my focus is on collapsible walls for alternate routes and discoverable artifacts.
These walls consist of two types.
Secret Room Connections
As you explore the dungeon, you may see a wall with cracks in it and a broken part you can actually peek through. These provide a way to jump between different rooms, hallways or cells. They are great for avoiding an enemy, a quick escape, avoid using a key for a locked cell or surprising an enemy. Because you can peer through the wall without being spotted, it can allow you to get a jump on them if you have good aim once you break through. You do NOT have to use these walls to escape the dungeon. They do make noise which can attract a guard, but they are a lot of fun. These shortcuts do NOT show up on the map.
To break the wall, hit it with something like your gun, brick, helmet or even a body :) If you are in a firefight, it is possible for enemies to even collapse these as they fall or move around.
I actually have this working pretty well, but need to make sure I haven't missed any weird side effects. I've even seen some secret connections lead to a second floor tall room you had to leap down from which was a pleasant surprise.
Secret Artifacts
The second type of collapsible wall is a secret area. The only way to identify these are visible cracks on the outside in tight passageways. There is no hole to peek through. Finding these is also not required to escape the dungeon, but they are the only way to have a chance of discovering artifacts.
I've had several requests for perks that can be reused without purchasing them each dungeon run. Artifacts fill this role. The Third Reich was notorious for stealing artifacts from all over Europe and Africa. If you discover one of these, it will always be available to use when you start the dungeon. The catch is, you can ONLY select one artifact to gain its perk when you start a dungeon. Combing these with standard perks can help people with different strategies.
The buffs these artifacts provide is something I am still contemplating. I am reasonably sure one of them will provide clues on your map to where one or more objectives are located. I expect to be working on these features through the end of the month. If you have any ideas or feedback on artifact effects, please let me know in the forum.
Technical Stuff
Putting these things in a game with static maps is relatively straightforward, but in a procedurally generated game where the dungeon is built dynamically every time you play it is very tricky. There can be interference between different objects, connections to rooms that the player should NOT be able to shortcut, etc. So, it is definitely a lot of work, testing and retesting.
Next Month
Next month I'll talk a little about the new room types and health objects in the next release. If you are enjoying the game and vision, please consider leaving a positive review. It does help with Steam algorithms and so on, but more importantly the positive feedback helps motivate me :)