Posted November 13, 2019 by void room
A new build was ready 10 days ago but I thought that I will add a new enemy. And then I found that there are a few things to improve with AI (most of them related to path following). And then I decided to try new loading screens.
The build is here. There are a few interesting things:
VR scaling
Although I expect that most of the people out there are within 160-190cm tall, I know that some are taller and some are shorter. Taller people could adjust door height to be greater than 2m but then all enemies were smaller than them. Smaller people had to deal with bigger enemies and at times they could not reach some buttons or devices. This is no longer an issue as the game will suggest if height requires auto calibration (note that the resulting height might be off a bit) and then the whole level will be generated using that info. This also means that for multiplayer (if there is going to be in the future), it is possible to be much taller/smaller than in real life. Or make it that everyone has the same height.
VR horizontal scaling
If you have a much smaller space, you may want it to appear a bit larger. Just for comfort. This is possible with horizontal scaling. Note that this means that space appears larger but also when you move in the real world, you cover a larger distance within the game. It may be scaled up to +100% which means that for 1m walked in the real world, you move 2m in the game. Up to 40% should be okay for most people. 10-15% feels really comfortable.
Headshots (and in the future shooting off body parts)
I noticed that many people shoot at the head when fighting the robots. But there was no bonus, nothing extra happening if you took a headshot. Not anymore. With the most basic enemy, you can now shoot its head off. But as it is a robot, it doesn't die then. It is still dangerous although after a headshot it is easier to kill (it has less health).
New enemy
There are lots of narrow corridors in Tea For God. And with quite slowly thinking and, to be honest, dumb enemies, a player had a huge advantage when walking through corridors. Not anymore. I added an enemy that may easily damage or even kill a player even if it is behind the corner. That fellow shoots 10 pellets at random dir. Those pellets bounce off walls. They may go past multiple corners this way.
Loading screens
This is a minor thing. I decided to present enemies during the loading. In the future most likely it will be replaced by a minigame to make loading less boring. In the next build I plan to change the menu a bit. I want to add profiles with game slots and add a persistence layer.
I am more and more thinking about adding some very basic tutorials. For starters, explaining energy and grabbing energy orbs.