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OVRLRD News

Update: 19 June 2023

[h2]ADDITIONS[/h2]
  • Added missing voiceover lines for briefings, debriefings and mid-game dialogue
  • Added new voicelines for the OVRLRD platform


[h2]FIXES[/h2]
  • Fixed a bug where subtitles were not rendering


[h2]KNOWN ISSUES (Working on it!)[/h2]
  • Knuckles controllers can only pinch-grip controls when the hand is otherwise fully open (high priority - fix on the way!)
  • Vive wands do not have good button mapping and may struggle to control weapon cameras and switch weapons (high priority - fix on the way!)
  • Grouped weapons must all be aimed independently (this will change soon)
  • Resupply helicopters will sometimes drop crates just out of reach of immobilised mechs, to taunt them
  • If you die, the post-death spectator mode places your hands slightly too far away from your IRL wrists.
  • Legibility of clipboard briefings may be poor on some systems.

OVRLRD Demo Dev Chat

Kicking off Steam Next Fest with a playthrough of the OVRLRD demo! Learn how to pilot a mech in VR, stomp some tanks, torch some forests, bump into some buildings and explode.

Join the developer to see how bad he is at his own game and find out what Early Access is going to look like! Also chat about making games solo, what's missing from modern mech games, and why the future of VR is in the indie space.

Update: 11 June 2023

[h2]ADDITIONS[/h2]
  • Added spectator cam with viewpoint toggles (press triggers near head to cycle)
  • Added toggle for spectator cam (default off for performance reasons)

[h2]CHANGES[/h2]
  • Improved rendering performance generally
  • Improved options menu layout
  • More AI stability improvements
  • Improved missile homing behaviours
  • Lots of behind-the-scenes work on secret things you won't see for a while


[h2]FIXES[/h2]
  • Finally fixed holohud switch not being lit when holohud active
  • Fixed some monitor UI overlays (like the crosshair) not rendering
  • Fixed a bug where being heavier sped your mech up, and being underweight slowed you down
  • Fixed a bug where tutorial UI was not rendering
  • Fixed lots of small annoying background bugs in preparation for future features


[h2]KNOWN ISSUES (Working on it!)[/h2]
  • Knuckles controllers can only pinch-grip controls when the hand is otherwise fully open (high priority - fix on the way!)
  • Vive wands do not have good button mapping and may struggle to control weapon cameras and switch weapons (high priority - fix on the way!)
  • Grouped weapons must all be aimed independently (this will change soon)
  • Resupply helicopters will sometimes drop crates just out of reach of immobilised mechs, to taunt them
  • If you die, the post-death spectator mode places your hands slightly too far away from your IRL wrists.
  • Legibility of clipboard briefings may be poor on some systems.
  • Some subtitles may be absent or display incorrectly.

Devlog: The Briefing Room

In this series of devlogs I'll be sharing old work-in-progress posts from the long-running OVRLRD thread on knockout.chat, as a peek into the development process.

DEVLOG: 4 APRIL 2023

I'm trying to polish things up nicely for the demo release this month - it's gonna be tight especially since I need to leave time to make sure the steam build goes through, but there are some pain points that really need addressing first. I'll be doing one more playtest build before the demo goes up, and before then I want to get a couple more balance and bugfix patches in. The one big task left is to make sure every mission currently in the game has a proper briefing, debriefing and dialogue.



The current briefing system (all lurid holograms and massive floating UI elements) is kinda cool but I've fallen out of love with it in a big way. Shrinking down the mission terrain and whacking a shader on it is simple in theory, but has a bunch of gotchas and is honestly a really annoying workflow. Plus it's kinda charmless once you've seen it once or twice, and I'm not a good enough tech artist to make it visually compelling and readable enough.

Plus, there aren't big scifi holograms anywhere else in the game. Why would the briefings take place in cyberspace when everything else is so grubby and tactile? So I chucked it out and I'm quickly re-doing the briefings like this:

[video]https://i.imgur.com/P6o175l.mp4[/video]

I knew I'd made the right choice when the briefing timed out and threw me into the hangar scene because I'd spent too long playing with the miniatures. Plus drawing a map in paint.NET and scribbling all over it is much more creatively fulfilling than sticking endless glowy effects on a hologram material.

UPDATE FROM THE PRESENT DAY:

This turned out to be a great decision. I ended up doing some more work on the terrain shader anyway, adding a 'cartography' parameter that posterizes all the colours (i.e. rounds them up or down to the nearest low-bit equivalent). Then I take a screenshot of it from above with an orthographic perspective, to create something that looks like an old ordnance survey map:



Then I go into paint.NET again (the solo dev's friend) and paint over it with geometric shapes approximating areas of forest, water and buildings, then go over it again in another layer with bright marker colours to show the areas of interest for that mission:



It doesn't look like much when you lay it out like that, but in the briefing room, with proper lighting and normal mapping to make it seem like a map table, it looks pretty convincing! Plus the screenshot method saves a lot of time mucking around trying to draw (I can't draw).



What do you think?

SMALL NEWS UPDATE:

As for news - OVRLRD will be participating in Steam Next Fest later this month! Keep your eyes peeled for livestream announcements and a decent-sized pre-Fest patch coming soon.

If you want to see your favourite VR streamer get their hands on the game, this is a great time to post in their Discord or message them to let them know you want to see it!

That's all for now, see you in the field soon, operator.
-nige

Update: 24 May 2023

[h2]ADDITIONS[/h2]
  • Added flare launcher - the first 'utility' module which the game considers to be distinct from weapons.
  • This lays the groundwork for further utility modules, such as advanced radar and electronic warfare devices.
  • Added 'Auto Tracking' switch, which will force all active weapons to track the current target.
  • Useful for beams, missiles and high-velocity projectile weapons, but will not do bullet drop compensation for you.
  • Cockpit window now blocks smoke and other external effects, allowing you to hide in smoke clouds without blinding yourself.

[h2]CHANGES[/h2]
  • Significantly improved HUD rendering performance, eliminating 200-300 draw calls in some circumstances.
  • Scenery now blends between detail textures and distance textures when close to camera, improving visual quality.
  • Increased resolution of terrain splatmaps, allowing for better ground texture detail.
  • Improved all-round performance of terrain shader.
  • Mid-game menu is now accessible in non-VR mode by pressing the Escape key.


[h2]FIXES[/h2]
  • Fixed NPC mechs sometimes spinning in place instead of fighting
  • Fixed a bug where 'Projectile' class entities would often not detonate on beam strike
  • Fixed visible lighting errors and 'seams' at the edges of terrain chunks caused by mismatched mesh normals
  • Fixed a bug to do with registering the source of a projectile for kill information
  • Fixed an error to do with a custom video folder not always existing
  • Fixed a bug which was causing tiny buttons (like channel switching buttons) to be unresponsive
  • Fixed a bug where monitor's would display incorrect channel numbers
  • Fixed a bug with tree rendering performance
  • Fixed a bug which would cause phantom weapons to appear in unoccupied hardpoints
  • Fixed several issues with pacifist mode (entering a mission with no weapons equipped)


[h2]KNOWN ISSUES (Working on it!)[/h2]
  • Knuckles controllers can only pinch-grip controls when the hand is otherwise fully open (high priority - fix on the way!)
  • Vive wands do not have good button mapping and may struggle to control weapon cameras and switch weapons (high priority - fix on the way!)
  • Grouped weapons must all be aimed independently (this will change soon)
  • Resupply helicopters will sometimes drop crates just out of reach of immobilised mechs, to taunt them
  • If you die, the post-death spectator mode places your hands slightly too far away from your IRL wrists.
  • Legibility of clipboard briefings may be poor on some systems.
  • Guided missiles can sometimes take a more artistic interpretation of their homing instructions.
  • Some subtitles may be absent or display incorrectly.