Devlogs
v0.2: Upgraded Interactions & Gameplay
This is a major update to the interactions in the game and the underlying code. It runs better on Quest and also builds for PC, so I will be able to make a PC release.
Gameplay improvements:
- Pistols now have laser sights so you can see exactly where you are pointing
- Pistols, bananas, etc. are now grip-toggle - you don't have to squeeze the grip all the time
- Increased the size of the initial lobby area where players were triggering the first letter drop too soon
- Improved colliders on the desks so you can now shoot under them
- Sticky letter code and interactions improved:
- they highlight when you're pointing at them
- you can grab them from a distance - no more rooting around on the floor for that vowel!
- Added more spare letters for those harder-to-spell names!
- Added 3D-printable models for a few more words you can make with the available letters
- Extended the "tag to exit" zone to the garbage can next to the paper cup (was too hard to shoot before)
- Added a Cancel button to back out if you tag a challenge by mistake and don't want to play that challenge
Other miscellaneous details:
- Clicking the left stick on Oculus controller switches to teleport mode - experimental! A bit broken.
- Added email and credits in-game
- Held items track much better than before
- Hand models stay active when holding guns/bananas/etc.
- Shoot the clock to stop it ticking (some players don't like it)
- Shoot the Boombox to stop or restart a random track
Behind the scenes I completely dropped the pre-release Unity XR Interactions Toolkit and switched to the VR Interaction Framework. It's much easier to work with, a lot of the small issues have been solved and it enabled me to extend the gameplay and remove things which were annoying or clunky before.
Future plans:
- Proper hand interactions, for example with the pistol trigger
- More question-and-answer sets
- Something interesting through those doors maybe