Weekly Report #6
Hey everyone,
The last weekly report was released more than a "week" ago, so it's time for another one!
The last update was Update 20 which just fixed some bugs introduced with Update 19 which increased general performance in the game a lot and made block items in the world persist.
What have I been working on since then? If you're in the official cyubeVR Discord and follow development closely, you've seen there were 3 beta version since the last update.
The most major new feature in there, which took quite a while to implement, is Falling! If you've played the game a bit, you know that there are two different options for smooth loco, one "room based" and one "head based". Now theres a third option, "head based with falling". Regular "head based" doesn't allow you to fall down anywhere, but when you enable falling, you can actually fall down if you walk over a ledge. It's not just walking over a ledge - if you move your head too far over a ledge, you'll also fall down!
It wasn't easy to make that feel nice and perfect, but its very nice now I think, and falling was a very much requested feature! If you want to help test that, join our community on Discord!
Falling is also the first step towards Survival. There was no way to die before, but with the ability to fall down, theres now a reason to implement health, death, respawn and all those related things that you actually need for Survival gameplay.
If you follow development of the game for a while already, you know that for quite a while I planned to update the engine version of the game, and now I'm finally doing that!
cyubeVR is using Unreal Engine 4, and that engine is constantly updated with bugfixes, new features and performance improvements. They have hundreds of developers working on making that engine better. The last time I updated that engine version was January 2017, so long before the game was released. That means most improvements that were done to UE4 between then and now are not affecting the game at the moment. I have manually ported some changes back from newer engine versions, but only a few selected changes that were very relevant.
What makes an engine update a lot of work is that cyubeVR is not just using the "stock" UE4, its actually running on a significantly modified version of UE4 due to many improvements I did to the UE4 source code, mostly for improving performance or improving other aspects of the engine to better fit a game like cyubeVR. In general, no existing engine is actually build for open world games with an infinite world size where everything has to be fully dynamic, so using such a general purpose engine for a special game like this does require quite a lot of work to get it running with good performance!
Every time I update the engine version, I have to make sure that all my custom changes to the UE4 source code still work in the never version. Since the source changes a lot, I do have to basically redo many of the changes. The longer I wait between engine updates, the more work that is.
So that's what I started working on this week!
I'm actually making good progress with that. It's hard to guess how long that will take, probably at least 1 more week. So that means Update 21 will take a bit longer to be released than what you're used to.
You'll most likely see some significant performance improvements then though, and also significant improvements in visual clarity since there were some nice features added to UE4 recently (most notably, Temporal Upscaling). Also, it should finally add support for mixed reality gameplay recordings!
Also, it's a very big step towards switching from DirectX 11 to Vulkan and adding Linux support, so that's very nice!
That's all for today! Thanks for caring about the game! If you like the game, don't forget to tell other people about it and write a review on Steam if you haven't done that already, even if its just a few words. Writing a review and spreading the word is the easiest way you can support the game!
Also make sure to make me aware of any feedback you have in the official forums or the official discord server where we have over 240 members already!
Also, don't forget to follow and subscribe to the official Stonebrick Studios account on Twitter and YouTube so that you don't miss anything interesting about the game.
Cheers!
Below, I'll paste the patch notes for the 3 beta versions that were released since the last update:
The last weekly report was released more than a "week" ago, so it's time for another one!
The last update was Update 20 which just fixed some bugs introduced with Update 19 which increased general performance in the game a lot and made block items in the world persist.
What have I been working on since then? If you're in the official cyubeVR Discord and follow development closely, you've seen there were 3 beta version since the last update.
Falling
The most major new feature in there, which took quite a while to implement, is Falling! If you've played the game a bit, you know that there are two different options for smooth loco, one "room based" and one "head based". Now theres a third option, "head based with falling". Regular "head based" doesn't allow you to fall down anywhere, but when you enable falling, you can actually fall down if you walk over a ledge. It's not just walking over a ledge - if you move your head too far over a ledge, you'll also fall down!
It wasn't easy to make that feel nice and perfect, but its very nice now I think, and falling was a very much requested feature! If you want to help test that, join our community on Discord!
Falling is also the first step towards Survival. There was no way to die before, but with the ability to fall down, theres now a reason to implement health, death, respawn and all those related things that you actually need for Survival gameplay.
Engine Update
If you follow development of the game for a while already, you know that for quite a while I planned to update the engine version of the game, and now I'm finally doing that!
cyubeVR is using Unreal Engine 4, and that engine is constantly updated with bugfixes, new features and performance improvements. They have hundreds of developers working on making that engine better. The last time I updated that engine version was January 2017, so long before the game was released. That means most improvements that were done to UE4 between then and now are not affecting the game at the moment. I have manually ported some changes back from newer engine versions, but only a few selected changes that were very relevant.
What makes an engine update a lot of work is that cyubeVR is not just using the "stock" UE4, its actually running on a significantly modified version of UE4 due to many improvements I did to the UE4 source code, mostly for improving performance or improving other aspects of the engine to better fit a game like cyubeVR. In general, no existing engine is actually build for open world games with an infinite world size where everything has to be fully dynamic, so using such a general purpose engine for a special game like this does require quite a lot of work to get it running with good performance!
Every time I update the engine version, I have to make sure that all my custom changes to the UE4 source code still work in the never version. Since the source changes a lot, I do have to basically redo many of the changes. The longer I wait between engine updates, the more work that is.
So that's what I started working on this week!
I'm actually making good progress with that. It's hard to guess how long that will take, probably at least 1 more week. So that means Update 21 will take a bit longer to be released than what you're used to.
You'll most likely see some significant performance improvements then though, and also significant improvements in visual clarity since there were some nice features added to UE4 recently (most notably, Temporal Upscaling). Also, it should finally add support for mixed reality gameplay recordings!
Also, it's a very big step towards switching from DirectX 11 to Vulkan and adding Linux support, so that's very nice!
That's all for today! Thanks for caring about the game! If you like the game, don't forget to tell other people about it and write a review on Steam if you haven't done that already, even if its just a few words. Writing a review and spreading the word is the easiest way you can support the game!
Also make sure to make me aware of any feedback you have in the official forums or the official discord server where we have over 240 members already!
Also, don't forget to follow and subscribe to the official Stonebrick Studios account on Twitter and YouTube so that you don't miss anything interesting about the game.
Cheers!
Beta build patch notes (from Discord)
Below, I'll paste the patch notes for the 3 beta versions that were released since the last update:
Originally posted by DiscordBeta 21.0 is live!
- Added great small feature: You can now adjust the "block place distance" by sliding your thumb on the left touchpad while you have the block place mode selected on the right controller. The max place distance is high enough to allow you to build down! :)
So, this should make a lot of people happy I think!
Originally posted by DiscordBeta 21.1 is live!
- Falling! Before, there were two different settings regarding head based smooth loco: Off and On. Now, there's a third setting: "With Falling".
If you enable that, you will be able to fall down anywhere in the game if you're leaning too far over a ledge or if you're walking over a ledge using smooth loco.
There is no damage yet, so you can fall as much as you want without getting any negative impact. That will be added later! This is mostly meant so that you can test it a lot and tell me how it feels. If you'd constantly die during testing, you couldn't test it very nicely :)
Originally posted by DiscordBeta 21.2 is live!
- Fixed main menu. Player was spawned at wrong height in main menu, so you couldn't actually use the menu at all.