This is some of the latest work done on Dreamland Defender for Steam VR.
- New AI behaviour system for drones. Drones will now be more likely to seek their target, and not flee and wander as often.
- New drone steering system. Drones will tend to fly and behave as a group. This is most apparent when many drones are present at one time.
- Added new heavy laser enemy, floaters.
- Added pursuing bullets for foes. Foe bullets will slightly seek their targets.
- The old Winchester now fires one pursuing bullet, and not a handful of weak bullets as previously.
- New narrative voice on the great flying saucer.
- Player can now lose the game (no more easy testing, dear dinner guests). Player is then taken to a highscore board and have the option to restart the game.
- Bug in game restart (reinitializing VRTK/particular VR system on active machine when reloading scene) has been solved.
- Added another vfx on drones firing their guns.
- Rebuilding icon choosing system for highscores.
- made a correction to one of the foe ai steering behaviours (jumping and avoidance).
- sand swirl effect from large ufo now setting position on terrain.
- tin can
- distance check for flying foe for calculating wandering behaviour.
- coded big rock obstacle logic.
- reimport of samples for positional audio.
- bullet puts decals on certain meshes.
- bullet physics adjusted. Knockback effect implemented.
- New cows.
- Simpler bullet. Bigger visual effects.
- Adapted all graphics to Valve’s “The Lab Renderer”. Still some minor bugs. FPS is higher. Lighting is not better.
- Optimized all graphics maps for better FPS.
- New gun / rifle sounds. New health up sounds.
- Split terrain into smaller parts for optimization purposes.
- Work on terrain (mesh paint and plant details).
- Switched away from Valves “The Lab Renderer”.
- Gone through all lighting and texture map sizes and compression.
- Applied some post process again. Mainly color grading.
- Made Splash screen
- Remade shooting range / main menu scene
- New loading system for splash–>menu–>game scenes (now using SteamVR).
- Resized muzzle flash on primary weapon. Smaller.
- Reworked trails and particles on crashing drones.
- Reworked blast from crashing drone.
- Adjustments of AI flee distance and behavior.
- Hints for player in first zone.
- Sound cleanup.
- Redesign of End Screen zone.
- A couple of new 3d models.
- stick of dynamite damage on player adjusted
- stick of dynamite collision with rock re-coded
- boss movement
- boss detail movement
- boss laser
- boss shooting method
- boss spawning method
- winning conditions
- boss death conditions
- new title logo model / new splash screen
- turned the vr looking direction for level 180 degrees in the game to match splash and menu scene
- Added level modes
- Added level mode notification
- Rearranged highscore / new level scene
- Removed multiple awards for shooting small items.
- New sounds for zone teleportation, first zone animation, and others.
- New refresh time for notifications.
- New body hit sound. Lower volume.