Dev Blog #1 - In progress work, Haunted Hallway Gamemode coming soon!
Hi there!
It's been a while since I've posted a state of the game and let users outside of our discord know what we are working on and how things are coming along.
Haunted Hallway:- https://cdn.discordapp.com/attachments/563802459315765262/746144596538425454/2020-08-20_17-42-20.mp4
Above we have a taste of some of the work we are putting in towards a new game mode that can be played coop (2 people to start). The Mode will place you and a friend in a 3 story building with long halls of doors each needing to be visited and each with their own surprises! You'll eventually get a key to the next floor and repeat the process until you make it to the exit.
We recently added things like sounds to doors, latching, creaking, opening, snapping and sliding. These additions are part of the polish that will also make it into other game modes (Sandbox, Apoc, Etc) but really needed to be knocked out for the ambience and feeling of a horror style gamemode.
Performance:-
-performance optimizations on impact components timer.
-(Guns, melee, etc) Checked against active state for all logic and controlled via grip release events.
-No need to fire impact effects (dust) on gripped objects so no longer leaving the component active during held states.
Bug Fixes:-
-fixed bug where players could grip onto the leaderboard widgets and climb into 1vs1
-fixed the bug where the tablet would collide with the vehicle and op it out of the map in rare cases.
-added a climb assist function that can be called to correct user issues with climbing ladders over obstacles.
-A ladder actor has now been made for linear levels (above situation for example) to automatically teleport you over the obstacle instead of relying on flinging or pulling your hand to your feet at the very top.
-adjusted the "top" detection function when trying to pull yourself "onto" something. Will test this before pushing out but should make climbing "onto" normal ledges and surfaces alot easier.
Summary:
We have a lot of different things going on simultaneously in the latest build and will get each of them to a place where we are happy with the quality and the additions. This means testing that we also don't negatively affect any current core gameplay before pushing the patch. In the coming weeks we will likely be shifting some focus over to solo play, gameplay loops, progression of some type, NPC functionality expansion in apoc to give players a great experience and replay ability. We are bouncing around ideas on how to expand the sandbox experience for more "structured" choices "teams, mini modes etc" so there is a lot of feeding off the community and feedback and just adjusting as we have time to listen to everyone and see how things are coming along. Thank you again for being here with us and keep an eye out for the next patch .... shouldn't be too much longer.
Thanks,
Jason & Tim
~WildOx Studios~
~Timer Games~
It's been a while since I've posted a state of the game and let users outside of our discord know what we are working on and how things are coming along.
Haunted Hallway:- https://cdn.discordapp.com/attachments/563802459315765262/746144596538425454/2020-08-20_17-42-20.mp4
Above we have a taste of some of the work we are putting in towards a new game mode that can be played coop (2 people to start). The Mode will place you and a friend in a 3 story building with long halls of doors each needing to be visited and each with their own surprises! You'll eventually get a key to the next floor and repeat the process until you make it to the exit.
We recently added things like sounds to doors, latching, creaking, opening, snapping and sliding. These additions are part of the polish that will also make it into other game modes (Sandbox, Apoc, Etc) but really needed to be knocked out for the ambience and feeling of a horror style gamemode.
Performance:-
-performance optimizations on impact components timer.
-(Guns, melee, etc) Checked against active state for all logic and controlled via grip release events.
-No need to fire impact effects (dust) on gripped objects so no longer leaving the component active during held states.
Bug Fixes:-
-fixed bug where players could grip onto the leaderboard widgets and climb into 1vs1
-fixed the bug where the tablet would collide with the vehicle and op it out of the map in rare cases.

-added a climb assist function that can be called to correct user issues with climbing ladders over obstacles.
-A ladder actor has now been made for linear levels (above situation for example) to automatically teleport you over the obstacle instead of relying on flinging or pulling your hand to your feet at the very top.
-adjusted the "top" detection function when trying to pull yourself "onto" something. Will test this before pushing out but should make climbing "onto" normal ledges and surfaces alot easier.
Summary:
We have a lot of different things going on simultaneously in the latest build and will get each of them to a place where we are happy with the quality and the additions. This means testing that we also don't negatively affect any current core gameplay before pushing the patch. In the coming weeks we will likely be shifting some focus over to solo play, gameplay loops, progression of some type, NPC functionality expansion in apoc to give players a great experience and replay ability. We are bouncing around ideas on how to expand the sandbox experience for more "structured" choices "teams, mini modes etc" so there is a lot of feeding off the community and feedback and just adjusting as we have time to listen to everyone and see how things are coming along. Thank you again for being here with us and keep an eye out for the next patch .... shouldn't be too much longer.
Thanks,
Jason & Tim
~WildOx Studios~
~Timer Games~