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Fast and Low News

Content Patch 09/30/2019, End of Phase 2 of Development!

Good Afternoon Everyone,

Mission # 8 is now ready to public!

With a raid on the Flamingo's Bomb division gone awry, Faust and Lo are now tasked with clearing a multi-storey apartment complex in attempts to defuse a rather explosive situation...



This is a mission that emphasizes on close quarter gun fights... Our favourite Flamingo gang-members have upgraded their arsenal and some are equipped with ballistic masks. A new enemy archetype is also introduced in this mission.....careful not to shoot that bomb vest!



This mission also includes a new unlockable weapon, and an unlockable perk.

With the release of this map, this marks the end of Phase 2 of the development roadmap. With that being said, the next immediate item on the docket is to look into the 2-handed weapon handling. Although I personally like the current auto-grab aiming....I've received a lot of community feedback to have it more in line of other popular VR shooters. That being said....I plan to look on this next!

Additional Fixes:
- Revamped ALL the Doors so they run via Animations.
The doors were initially physics based....but they just weren't working for me....Since before, they were already operated with "physics-springs".....by transitioning all door functions to animations....it makes them less glitchy and janky looking...
- Redid the lighting in some of the previous levels to make them prettier and more optimized.
- Refactored some of the civilian and hostile AI scripts to make them more performant. Now we can have more enemies on the map at a time with less lag!!
- Updated models on some of the civilians in the previous maps
- Updated the Ballistic mask model! Now it fits more snugly!

Update 09/03/2019 - Left Hand Mode

Took a pause in my content creation phase to add Left-Hand mode for all you lefties out there.

You can find the Left-hand mode toggle in the misc options board (to your right in the main office)



Don't forget to hit the "Save and Back" button (see #2), or the options would revert back when you get back to the office...

Left-hand mode will, essentially move all the Movement stuff (Free Locomotion, Arm-Swing Activation)from the Left Controller the Right; and move the Call Arrest, Rotation stuff, and Buddy Command selection from the right controller to the left controller.
It will also swap your primary to the new Left Shoulder Back Holster, and move your handgun to your left hip holster.

Let me know in the forums if there are any problems with this.

Additional Fix
Last patch broke the speech bubbles from the special NPC in the Office level. This has been fixed now.

08/29/2019 Content Patch (Mission 7) + Additional Unlocks + Game Tweaks

Hi Everyone,

Been busy working on the 2nd phase of development (which is to add 2 additional levels to Fast and Low). I was initially planning to complete both of these levels and releasing them as a pair....however, I ran into some difficulties that really put me behind schedule, and so I've decided to release the missions as I go.

So here we are...Mission 7!!!


There are also 2 new weapons that are unlockable from this mission.

TechNine
Unlock the new one-handed automatic machine pistol and unleash the inner gangster within you! Dual wield these for increased G-ness.

Umpire-45
Add a new SMG to your arsenal! It's got the handling of the Minister (MP5), but with the stopping power of a .45 Cal Pistol!

Changes made to Perk Unlock System

Any perks that you unlock from completing all the Bonus Objectives in certain missions can now be toggled On/Off and can be used together.

I felt that for the amount of work required to unlock these, it makes more sense that players get the option to use all of them together if they want.....So now, you no longer have to choose between having Body Armor or Dual Wielding Pistols.....

Tweaks:

Added a grip threshold for Index Controllers, in hopes of prevent accidentally dropping guns. Let me know if this works (i can't test this myself....I don't have an Index..sorry)

Fixed up Animation for enemies shooting with with the Weaver stance. The gun wasn't aligned very well in the past.
Old:

New:


Worked on Optimization of Mission 4 to bring in line with the other levels.
Minor visual improvements to Mission 1.
Fixed Revolver on Hand alignment.
Made it easier to grab the Revolver from the holster.

Update 08/02/2019, What I've been working on, and Vacation Notice

Hey all,

A quick was released fixing a couple issues

1) Fixed controller issue with WMR headsets where left controller menu button wasn't working.

2) Optimized the clutter and lighting in Mission 2, to try to improve frames

Just to give an idea on what I've been working on in terms of new content. Without ruining too much of the layouts and whatnot, here is an idea of the upcoming 2 missions.

Mission 7: Japanese theme restaurant with Living Quarters





Mission 8: Apartment complex (Multifloored)




The goal of these missions is to emphasize more close quarter engagements.

Also, I will be on vacation for the next week with no access to fix anything (which shouldn't been too much of a problem since I think the game's in a pretty good state right now). I will be back to work on 08/10/2019.

Thanks everyone for your support and feedback so far!

Quick Update 07/30/2019

Just a couple of minor things.

Adjustments made for Vive Wands Haptics. I received feedback that controllers were continuing to vibrate/hum after shooting guns. This has been addressed

Played around with Unity's Audio manager. Hopefully this improves the surround sound audio.

Optimized code for Flashbangs/Stingers/Frags.

Please let me know if any of these issues persist.