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Dichotomy. Bullet 2/18

First things first!

The month of June marked the beginning of migrating old locations to a new repository. The first one to undergo the transition was the starting location codenamed "Training Room." We worked hard and voila! Now it can be experienced on the Oculus Quest 2 without being connected to a computer!

We put a lot of effort into maintaining a stable frame rate, which is crucial for a smooth immersion into the world of virtual reality, and it seems like we succeeded!

[h3]"Training Room"[/h3]
During the transfer process, the entire location was completely reworked. We used new textures, created new environmental elements, and improved the lighting sources. The core concept of the map remained mostly unchanged, but the visual aspect came alive with more vibrant and saturated colors.

To start, our 3D artist extracted all the unique objects from the location to understand its composition.


All the unique objects. There are already 35k polygons in the scene, and each object is a unique instance. And almost every one of them was reused multiple times in the location.
They carefully studied the structure of the location and gradually remodeled it while optimizing it simultaneously. We decided to model modules (representing cubes with objects) from which the location could be easily assembled. As a result, the location was optimized tenfold, making it easier to read and understand the placement of objects.


[h3]CODE[/h3]
Apart from the graphical achievements, we also made logical improvements. A lot of work was done to create a mission manager. This manager tracks the progress of the current task. This approach adds complexity to the production process, but in the long run, it provides advantages. Now we can assemble new missions like building blocks, where each new component is added to the previous one, forming a chain.

It used to be like this)
Now the task is a separate entity that tracks progress, manages the process of setting up the route points, and provides results. Whether the task was successfully completed or not))

During the transfer process, we experimented a lot with the number of rendered elements, polygons, and materials to reduce the number of milliseconds spent on rendering. Now we have thoroughly studied the device's features and limitations, and we are ready to start creating the next locations!

[h3]"LOBBY"[/h3]
In addition to the transfer of the "Training Room," we also worked on another location called "Lobby." We completely remodeled and optimized the environmental models. As a result, we managed to remove thousands of polygons and numerous unnecessary texture sets and materials.

News

The first summer month has arrived, and with it, we burst in with our news! Our dream team has had a very joyful addition - we now have fantastic hard-surfers, a level designer, and an incredible programmer ā˜ļø This means we are even closer to the release.

By the way, we are looking for a game designer - all you need is to be skilled in balancing and VR.

Every day is filled with work. Models are being drawn and animated, new concepts are being created, new bugs are appearing and getting fixed, builds are being tested, and chats are bursting at the seams šŸ˜… But the most exciting part is yet to come!

One of the most significant things we are working on is bringing Dixotomia to Oculus Quest 2. This means our cool vampire shooter will be available not only on PC with specific requirements - which, by the way, are not very high - but it will also be playable autonomously on the headset! Have you seen such beauty before? Now, there are no limitations šŸ’ƒ


[h3]Here's a brief summary of what our has done[/h3]
[h3]Code:[/h3]
ā— Refactored the entire project's code and laid out a new architecture that allows easy modification and expansion of any application modules.
ā— Redesigned the inventory system. Previously, it consisted of pre-set slots in front of the character. Now, it is represented as a circle above the character.
Players can now scroll through their current weapons in search of the desired one. This significantly improves the convenience and interactive aspect of the game.
Inventory management has become more intuitive and feels like a standalone game itself. This frees up space in front of the user and allows us to have a larger inventory. Previously, we couldn't fit more than 6 slots correctly. Now we can.

Additionally, the following changes were made:
ā— New inventory system and interaction with it
ā— New selection system that highlights the object pointed at by the hand
ā— New logic for item attraction and snapping into slots
ā— New logic for the loading and saving system
And many, many more))

[h3]3D[/h3]
Our artists are currently working on the next location after the hall, and look at the amazing things we have here. Not only do they look great, but they are also well-optimized. After all, we strive for stable FPS šŸ‘Œ



[h3]Level Design[/h3]
And a little taste of the near future in brand new locations! We won't reveal what or where they are) But feel free to write your guesses in the comments :Š 


[h3]Media Life[/h3]
You can find us at almost all major industry exhibitions and forums in Moscow. Last time, we were glad to see everyone at the festival in Skolkovo called "We're in touch." Hundreds of people got to play Dixotomia, try out the new demo build, and experience cool features.


ā˜ļø Also, specifically for such events, we are developing a new PvP mode with different sets of weapons.

And, we have updated the images on Steam! So, let's all head over there and quickly add it to our wish-lists. If you haven't yet - go for it!

Dixotomias' Developers Stream | Demo Gameplay

Hi gamers! Today, June 19 at 20:00, we are going to show you the Dixotomia's gameplay, tell you about our main characters, points of the plot and future plans.

See you soon on the stream!

Stream with developer

Hi gamers! Tomorrow, June 18 at 20:00, we are going to show you the Dixotomia's gameplay, tell you about our main characters, points of the plot and future plans.

See you soon on the stream!

Devlog #2

CyberHeads is here and this is the second part of the Developer's Diary!
The month has been eventful!

Core
We added a mighty boss at the end of the DEMO. Yes, it's coming!
A number of minor bugs were fixed, the visual part was improved. The bots also got it - now they shoot more accurately and respond better to stimuli.

Spund Design
The main boss now knows how to step loudly, swing and beat with his hands)
In general, a pleasant interlocutor :D



Game Design
The head of the details - Ivan - again joined the workflow after a short break, and this is what he managed to please us with:

"During the time that I've been in the team, I managed to work on two types of mechanics: the main abilities of the main character and the mechanics of the bosses that you have to fight. In short: the hero got the opportunity to use not only technological, but also superpowers that are balanced relative to each other. Each ability has three levels, the cost of pumping which corresponds to the level. The player will be able to pump both branches or focus on one. In any case, it remains possible to pass each boss. They, in turn, are also divided into two groups: robotic and supernatural. Bosses already have attack, defense and movement mechanics. For each of them, the tactics "how to win" are prescribed. How to win? Of course, I won't tell you. I'll leave that to you, dear players! Stay out of the sun and see you in the next dev diary!"

3D
We made a layout of the lift. We tried very hard.
You can also use it, but in the future.



We are finalizing the finishing touches and getting ready for a powerful presentation!
Follow the news :)