v0.7: And reach new heights


A copy of the simulation has been provided to some to test the performance of the application.

Please note that the existing concerns of audio and performance are still at play in the web build. Prioritize the downloadable file. If you do not want the Virtual Reality version, please do not download the VR build.

To report new features:

Desktop:

-Gun bashing is now at play. Hold and release (F) while holding a firearm to swing it in front of you. This was mainly to mimic the capabilities of a VR player, as well as streamline the ability to use your firearm to knock down Glass Analogs. Feedback pending. There is no in-game hint as to your ability to do this.

-You can now manually drop your gun. Press (Q) to do so.

VR:

-VR now exists. Experience the training grounds like never before, with jerry-rigged oculus controller support and basic optimizations that allow for relatively smooth gameplay.

-(Left Joystick) to move. Left and right on the (Right Joystick) to turn. Point with right controller to select a firearm. Hold (Right Grip) to pick up a firearm. Release (Right Grip) to drop. Use (Right Trigger) to pull the trigger. Use up and down on the (Right Joystick) to manipulate the slide / hammer. Press (Primary Button) / (A) to load a round. All keyboard debug keys are still active.

-Many VR-exclusive issues are known, and will be addressed in a later update. This includes:

  • No support for left hand interactions.
  • Performance issues.
  • Issues with player hitboxes for self-hits.
  • Non-physics based locomotion.
  • General poor experience.
  • No visual feedback on Sosipuppet death.
  • More noticeable physics lag on firearm.
  • Oddities with recording desktop view.
  • Poor controller mapping.

General:

-"Line of Sight" noise reduction is now at play. Noises will be more muted based on how far away they are, as well as how many walls are between you and the origin.

-Armor hit stuns are now at play. Shooting a Glass Analog's armor will cause it to temporarily pause, allowing for a follow-up shot. It also produces better feedback to the player, and rewards hitting armor over missing.

-Sosipuppets are now significantly faster to account for the slowdown that comes with limb crippling.

-Some firearms (Licher and Dardie) now have internal lights to better illuminate the rounds they contain.

-Firearms are no longer dropped when too far away from player, instead being teleported back to their hand.

And numerous bug fixes...

  • Changes to "Math Animations" that allow for more streamlined uses in code.
  • "Fall off" noise no longer occurs when shooting the unnaturally spawned hat.
  • Sosipuppet death sphere changed to be on chest instead of head, as to prevent them from being relatively unarmed when beheaded.
  • Added child script to prevent loading desync with the Altorer.
  • Lamps are significantly more optimized and no longer destroy reality.
  • Score now updates properly if you have not received points in five rooms.
  • Score no longer deducts before entering the Training Grounds.
  • Base score increased for destroying Sosipuppets.
  • All firearms are now properly zeroed and should shoot where they aim.
  • "Puppet lock" now functions properly, with the internal timer lasting 60 seconds instead of 20. Softlock freeing is now harder to accidentally achieve.

To chronicle the journey:

Tiresome and long. Lonely and torn.
As lost as before. Before long, we shall fall.

But not before achieving our goals.

[Version Control]

Files

WZTR_Build_v0.7.zip 96 MB
2 days ago
WZTR_Build_v0.7_VR.zip 116 MB
2 days ago
webBuild (2).zip Play in browser
1 day ago

Get Willow Zone: Training Grounds

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