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December 29 Content Patch - Hospital Mission

Good Afternoon,

Big Update Today! I will be releasing the new mission for everyone to play! This mission takes place inside of a hospital. A lot of the rooms and hallways are interconnected, so there are many different paths to take and whole lotta corners to watch out for!



Completing the Bonus Objective unlocks a new Assault Rifle...the Shepherd.



Completing all the Bonus Objectives unlocks the Perk: Gadget 2 + (which increases the number of gadgets placed in the second gadget slot by 1).

Main Menu Improvements

Over the course of development, I have added a lot of options for people to customize their playstyle...from Locomotion fixes, to Weapon Handling options and etc. The old options page was getting kind of cluttered and it was hard for newcomers to understand the various options. So the Misc Option board has been reworked to be more user-friendly and understandable. See below for example.



Added a Visual Button Layout for Oculus Touch Controllers on the Controls Board!



Mission 8 - Complete Overhaul

I received feedback that Mission 8 was not too optimized.ːwinter2019sadyulː This was something I actually kinda felt myself...however I wasn't sure if it was just my rig or if it was the level. I've spent awhile trying to get it optimized...however, ultimately, I ended up having to rework a lot of the level structure.

Essentially I had to gut an entire floor....so a lot of placements and waypoints/spawnpoints have been changed. On the bright side... the best parts of the 3rd floor have been consolidated into the 2nd and 1st floors, and it's pretty much a whole spanking new level! ːwinter2019happyyulː

Additional Fixes
- Fixed bug where an FPS player running into a corpse would cause it to bug out
- Fixed bug where a dead FPS player can still open/close doors

- Fixed bug for VR player, where tap-firing an automatic weapon will sometimes cause it to just keep firing nonstop

- Adjusted Recoil and Recoil recovery values on most weapons.

- Upgrades to Map 4 - Bank Level. Added an outside boundary fence, and removed alot of unoptimized background assets. The map should run much smoother now. Also redid the cars models on the outside to look better.

- Calling arrest on unsuspecting suspects only slightly increases their "fear" meter by a value of 1 instead of 2. It was slightly overtuned before and the mechanic made the game too easy for some people.

- Improved animations on some civilian models.

Hope everyone enjoys this update! And I wish y'all a happy new year! ːwinter2019happyyulː

Slow Motion Ability (Custom Mode), Remote Play Functionality More

Good Afternoon,

There were a couple things that I wanted to address/add, before working on importing my next level into the game (it's already been fully modeled!!! :D)

Slow Motion Ability (in Custom Mode)
I watch a lotta youtube videos....for research...and what I realized was that people love slow motion... So now, when you play Custom Mode, you can toggle the Slow Motion ability.


To activate Slow Motion, you have to hold the menu button on the Left hand for about 1.2ish seconds... and it will start the ability. The duration is tracked by the guage that is on your left arm, as well as the cooldown. Duration of slow motion per use is about 10 seconds...and the recharge is about 6 seconds-ish....have fun!

Steam Remote Play
Took a bit of research...but I think I figured it out. I was only able to test it with a couple of computers around the house...but it should work! Woot! Let me know if it doesn't...

Volume Changer
Awhile back (maybe 4 months ago), there was a post asking me to add the option to turn down the background music (because it made the game feel like a Tom Cruise movie). Now, there is an interactable boombox in the corner of the room that allows the VR player to adjust the volume of the background music. Desktop players can change it in the options menu.




Level Tweaks
- The Beer, Dairy, Meat signs in Level 2 have been redone. They look more cartoony now
- Added an extra wall in Restaurant level. This is so when you enter from the front, the whole restaurant doesn't aggro on you. Less open space, and more corners for enemies to hide.

Additional changes
- Fixed VR reload issue with Revolvers and Break action shotguns where you won't be able to reload or close the front.
- Revolver drum spins when you shoot it.
- Ejection ports on guns now move when shooting.



Patch 11/30/2019 + State of Development

Hello,

Just rolling out a patch to address a couple issues brought up from comments, and forum posts.

1) 2 Handed Weapon Handling - It was brought to my attention that my offhand weapon handling was a little wonky. What was determined was that when a rifle/shotgun is held with both hands, the offhand should only affect the direction that the gun is pointing. The actual rotation of the gun should be affected by the main hand.

I mucked it up and made it so the both the direction and rotation of the gun was based off the offhand..... Woops :P This has been fixed now....so it should feel more like other VR shooters.

2) Regarding the Dual Wielding Perk. Before, there was a problem where even after you disable dual wielding, Officer Faust would still have a second secondary equipped. This has been fixed.

Stuff Added:
- For Oculus controllers. The additional button that was previously unmapped now triggers your mag to drop from the gun. This might also work for other controllers that have an extra button.

- Modified the Masked Enemies in the Office level so they look and animate a lil better. The shotgunners are more buff looking.

State of Development

For the period since the last "Enemy Reload" patch....development has been pretty slow. I went on vacation for 2.5 weeks, and for the rest of the time, I was actually learning how to implement online VR multiplayer. Turns out....it's really damn hard...haha.... It also got me kinda down since there was a week and a bit where I made almost zero progress......

As a result...I've decided to switch my main focus back to level creation so that new content will continue flowing out regularly again. The idea of VR Multiplayer is definitely still on my mind....however, I'm just gonna have to slowly learn how to implement multiplayer on the side instead of devoting all my work hours into it.

Thanks for reading!!! If y'all find anything that don't work, please let me know!

Update 10/18/2019 - Added Enemy Reload Animations

Hi Everyone,

The latest patch will add Enemy Reload Animations.

In the previous versions of the game, enemies would shoot a random number of bullets before pausing for a bit...and then continue shooting after the brief pause. This was intended to provide a window for players to peek out and engage the hostile....however, I received feedback that this wasn't apparent enough...so as a response, I'm adding enemy reload animations to provide a more apparent visual/audio representation. The length of the reload depends on the type of weapon that the enemy is wielding.



The Pause intervals between firing have been reduced to compensate for this addition. Gunfights should still feel tense and unpredictable, especially when engaging multiple hostiles.

Note: Enemies will still be shooting at you if you are hiding behind cover or behind certain walls....this is something I won't be changing as it's intended to make you feel like you're trapped in an intense gun battle (kinda like in action movies).

Additional Changes:
- Calling Arrest on an untriggered enemy will slightly increase the chance of them surrendering.
- Made modifications to door script so that they will not open/close in the midst of gun fights.
- Reduction in sporadic AI movement/clipping when shot with high impact weapons
- Weapons will remain stuck in enemy hands when they are knocked down (either from a shotgun blast or from being pistol whipped)
- Fixed bug with VR Full Auto Guns shooting continuously if the gun is released while being shot.
- Added a further safeguard on the Reload Rotator for the Sawed-off and the Revolver, to prevent them from accidentally opening (ejecting all it's ammo) while in the holster.

That's about it...next step of development...I'm going to start my research on Online Multiplayer. Hopefully things will go smoothly :\

Patch 10/14/2019 - Two Handed Weapon Handling Update

Hello everyone,

Great News! I have been able to figure out how to get 2-handed weapon handling working like in other popular VR shooters. This will now be the default weapon handling method.

For those who are used to the original "Fast and Low" style of weapon handling (cough...me...cough)... Don't worry! You can swap back to that Weapon Handling method in the main menu. There is even an option to wield shotguns the original method as well... Options are good :D



Notice that I had to resize some of the other options to make space for these new additions!!! :P

With the inclusion of this new weapon-handling mechanic....I had to fix the origin of the controllers to the character avatar's hands (before there was an option to swap between having the origin near the characters wrists or at the hands). I ended up with having them defaulted at the hands, since this was the more popular option.

Additional Fixes:
- Revamped the movement for the FPS player. Now it's much more precise. You will move/stop on the dime.
- Touched up on the Free-locomotion option (Controller-Oriented), to make it run smoother.
- Fixed up the model for the Suicide Bomber Flamingos. The mouth stitches and piercings weren't assigned to the model's head....and as a result...they weren't manipulated correctly by animations.
- You can 2-hand grab the Technine AP.
- Break-action shotguns (Double Barrel, Threeway) now require an additional step to reload...You have to press down on the lower-touchpad to unlock safety before you can break open the gun.
- The offhand-autosnapping on 2-handed weapons have been removed. You have to grip the front of the weapon to start bracing the weapon.