latest work on Dreamland Defender VR

 

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.