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Drop In - VR F2P News

Official Quest Link Support!, Run to slide (alpha mechanics)

Patch notes:

-was brought to my attention that the rift and quest hand tracking seemed to behave differently. Tracked down the profile loading differences and corrected to add official quest link support.

-added in the alpha sprint to slide mechanics (these will continue to be tweaked)

Our Discord


Thanks,
Jason & Tim

~WildOx Stuidos~
~TiMer Games~

Haunted Hallway (floor 1), Bug Fixes! & More!

Patch Notes:
Early Access of Haunted Halway (first floor) now playable.


Bug Fixes:
-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
-fixed the bug where the tablet would collide with the vehicle and op it out of the map in rare cases.
-fixed bug where players could grip onto the leaderboard widgets and climb into 1vs1
-added level complete logic to single player mission and added logic to return the player to the lobby
-fixed blocking volume as reported by players "Single player mission... house you start at, go up the stairs then jump the fence from sexond floor... from there, climb to freedom."
-added a climb assist function that can be called to correct user issues with climbing ladders over obstacles.
adjusted the "top" detection function when trying to pull yourself "onto" something. Will test this before pushing out but should make climbing "onto" something alot easier. (may still need to adjust this value please let me know)
-started work on “Haunted Hallway” map/gamemode Adding in gameplay mechanics and core logic (mode has been added to tablet and first floor is playable)
-added sound logic to things like doors and drawers. creaking, sliding, slamming sounds will continue to make it in as the game evolves.
-added ghost door events, prank items, distant jump scare effects etc to haunted hallway
-updated tablet server list, gamemode/map, playername and player count (session limit logic still WIP)
-Added a camera fade function to the ladder assist teleport to cut back on disorienting the player
-fixed a bug that would teleport you back to held position if trying to zipline while still in climbing mode

Our Discord!
https://discord.gg/sezP9RC

Thanks,
Jason & Tim
~WildOx Studios~
~TiMer Games~

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~

Map Creation Contest! - Have your work in Drop In!

Dropin will be having a map creation contest for anyone wanting a chance to have their creations make it into the game. We will also be doing a $50 prize for the winner if anyone thinks this sounds Interesting.
A #map-creation-contest channel has been created in our discord to show off your work. Please keep in mind the visual style of DropIn and while synty studios assets are not required they are here. https://www.unrealengine.com/marketplace/en-US/profile/Synty+Studios

While we know this isn’t official “mod support” anyone interested in creating maps or mods for DropIn will eventually need to learn the map creation process in ue4 so I’m hoping that this kind of gets the ball rolling for the community
The winner will also receive a project contributor role and will be displayed on a credits wall in the lobby.

Thanks,

Jason & Tim
~WildOx Studios~
~TiMer Games~

Remote Grip Update ver 1.1, Equipment CrashPads! Bug Fixes and More!

Patch Notes:

-found an edge case on snipers that would cause them to continue rendering the scope even though the lens was faded or the gun was dropped causing cpu usage to stay high during this time. Tweaked the lens material and added other performance optimizations.
-found a rare condition where guns that were dropped may still be ticking. Fixed and Should reduce cpu usage on host as guns build up in the map (sandbox)
-added visual indicator for remote grip function due to feedback
-Modeled, created wobbly material, setup networking replication particles, throwing and storing mechanics for crashpad equipment.

Crash Pad Fun
Our Discord!
https://discord.gg/sezP9RC

Thanks,

Jason & Tim
~WildOx Studios~
~TiMer Games~