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Sword Master VR

 
Version 1.2: Oculus OpenVR Support & 10 New Shields!Dec 22, 2016 - Community AnnouncementsThe biggest news: 10 new shields! Now every level you beat on expert, you will unlock a new shield. For those of you who have already beaten some levels on expert, you will have some new shields waiting for you in your inventory! Also, I've made some small adjustments to make the game more playable. The movement of the enemies is now more fast paced, and it should be slightly less frustrating to land a good hit on the enemy. Will multiple fast moving enemies, it can be hecktic to watch your back. Luck for you, shields are a powerful defensive tool. Use your shield to guard your blind spots, knock away their shields, push them back when they are getting too close, and explore a whole new area of strategy in Sword Master VR! Changes & fixes v1.2: -Novice and expert enemies move faster. Many people have said they move way too slow and that ruins the challenge of the game. -Knife attacks are now easier to make. The enemy won't be "pushed back" when you get close to him when you are holding a knife. -Small adjustments to sword swinging detection. -Fixed the Oculus touch controls to needing to push the buttons instead of just touch them. -Change the steam store page to clearly state that Oculus Touch with roomscale is now supported. -Replaced the instructional "click here to start" vive controller with a hand to make it make more sense regardless of what HMD you have. -Adjusted some of the hitboxes -Adjusted some of the sword stats -Shortened recharge health time on expert mode. -Replaced the texture on the ground that had a soda can pull tab laying there (I thought it was a joke, but it was really there lol) -Fixed the occasional dropped frames that were happening in some menus. -Fixed the fading to white twice effect when equipping two swords. -Fixed bug that now makes enemies stay out of your personal space if you are holding a sword, but if you are holding a knife they will get right up in your face. -Grip buttons are now an alternative button to select menu items and pickup the sword/shield. -10 new unlockable player shields! Now each level on expert difficulty will unlock a different new shield! Happy Holidays Everyone!Version 1.2: Oculus OpenVR Support & 10 New Shields!Dec 22, 2016 - Community AnnouncementsThe biggest news: 10 new shields! Now every level you beat on expert, you will unlock a new shield. For those of you who have already beaten some levels on expert, you will have some new shields waiting for you in your inventory! Also, I've made some small adjustments to make the game more playable. The movement of the enemies is now more fast paced, and it should be slightly less frustrating to land a good hit on the enemy. Will multiple fast moving enemies, it can be hecktic to watch your back. Luck for you, shields are a powerful defensive tool. Use your shield to guard your blind spots, knock away their shields, push them back when they are getting too close, and explore a whole new area of strategy in Sword Master VR! Changes & fixes v1.2: -Novice and expert enemies move faster. Many people have said they move way too slow and that ruins the challenge of the game. -Knife attacks are now easier to make. The enemy won't be "pushed back" when you get close to him when you are holding a knife. -Small adjustments to sword swinging detection. -Fixed the Oculus touch controls to needing to push the buttons instead of just touch them. -Change the steam store page to clearly state that Oculus Touch with roomscale is now supported. -Replaced the instructional "click here to start" vive controller with a hand to make it make more sense regardless of what HMD you have. -Adjusted some of the hitboxes -Adjusted some of the sword stats -Shortened recharge health time on expert mode. -Replaced the texture on the ground that had a soda can pull tab laying there (I thought it was a joke, but it was really there lol) -Fixed the occasional dropped frames that were happening in some menus. -Fixed the fading to white twice effect when equipping two swords. -Fixed bug that now makes enemies stay out of your personal space if you are holding a sword, but if you are holding a knife they will get right up in your face. -Grip buttons are now an alternative button to select menu items and pickup the sword/shield. -10 new unlockable player shields! Now each level on expert difficulty will unlock a different new shield! Happy Holidays Everyone!Version 1.1 fixesOct 17, 2016 - Community AnnouncementsChanges & fixes v1.1: - Collision detection on the enemies arms and legs have been improved. Now you will always hit, but now when you hit the legs/arms twice in a row, every hit after that will do very low damage. -"light" poke to the torso has been added to improve collision detection. -Credits added to main menu -Increased the minimum distance enemies can get within your person space. This should make the enemies less "in your face". -Sword stat and difficulty balancesVersion 1.1 fixesOct 17, 2016 - Community AnnouncementsChanges & fixes v1.1: - Collision detection on the enemies arms and legs have been improved. Now you will always hit, but now when you hit the legs/arms twice in a row, every hit after that will do very low damage. -"light" poke to the torso has been added to improve collision detection. -Credits added to main menu -Increased the minimum distance enemies can get within your person space. This should make the enemies less "in your face". -Sword stat and difficulty balancesMini-Roadmap for the Next UpdateSep 25, 2016 - Community AnnouncementsThank you so much for an awesome launch everyone :D It's so amazing to hear so many people saying they have had the time of their life playing this game! Some have gone as far as to say it's the best sword game for the Vive! I I think that's saying a lot haha, but thank you! On the other hand, people have pointed out some points on the game that need some improvements. You're right, there are some bugs I need to fix that I didn't see before. Playtesting is really hard with Vive games. I did as much playtesting and beta testing as I could before launch, but the best test of all is really putting the game in players' hands. I learned so much from everyone's feedback after launch! There are a good handfull of small changes that could really help to fix the problems that are holding this game back. What I plan to work on for the next update: Improve the armor hit boxes - This is the most important. I have some ideas of what to try, but you never know what will work and what wont. Either way, I'm going to spend some time trying to improve this. Sword "Phasing" Through Enemy - Some players said this has happened to them more than a few times and it's very frustrating. I think it has to do with the damage timing code and someone in the forums here suggested a great way to fix that I think. Shield - This is going to take some experimenting, because I don't want to put a bad shield into the game. The game is entirely designed and balanced around the player having a sword, so it's hard to say what a shield will be like. The first thing I have to do is make sure it works well for right handed and left handed people. I'm also thinking I'll have you unlock it at the same time as survival mode. Make Novice easier - just a little. I think the game gets too hard too fast and a lot of player found it frustrating. I'm going to keep expert as hard as it is, so hardcore players still have a challenge. Nerf the Rapier - The Rapier is way OP as many have pointed out. Nerf Stabbing and Improve Slashing - Many have also pointed out that stabbing is an OP strategy in this game. I have some ideas on how to make slashing stronger, and I'm going to lower the damage on stabbing swords just a little. Reach while swinging - some players said the sword's reach feels like it shrinks while they're swinging. I think I may know why some swords feel this way and I have an idea on how to fix it. Keep Enemies Closer to Player - I'm going to mess around with the enemy's movement patterns to make them walk away from you less. Less 3v1 battles - 3v1 is frustrating to many players. I'm going to make less 3v1 battles early on. To compensate on difficulty, I'll make some of the enemies a little more agressive. Most of these changes are about fixing problems that hold back the game from its potential. If you want to try out the changes I made so far right now, I will upload the changes as I go in the "untested" branch: You can play that by going to Sword Master VR in your Steam library. Righ...Mini-Roadmap for the Next UpdateSep 25, 2016 - Community AnnouncementsThank you so much for an awesome launch everyone :D It's so amazing to hear so many people saying they have had the time of their life playing this game! Some have gone as far as to say it's the best sword game for the Vive! I I think that's saying a lot haha, but thank you! On the other hand, people have pointed out some points on the game that need some improvements. You're right, there are some bugs I need to fix that I didn't see before. Playtesting is really hard with Vive games. I did as much playtesting and beta testing as I could before launch, but the best test of all is really putting the game in players' hands. I learned so much from everyone's feedback after launch! There are a good handfull of small changes that could really help to fix the problems that are holding this game back. What I plan to work on for the next update: Improve the armor hit boxes - This is the most important. I have some ideas of what to try, but you never know what will work and what wont. Either way, I'm going to spend some time trying to improve this. Sword "Phasing" Through Enemy - Some players said this has happened to them more than a few times and it's very frustrating. I think it has to do with the damage timing code and someone in the forums here suggested a great way to fix that I think. Shield - This is going to take some experimenting, because I don't want to put a bad shield into the game. The game is entirely designed and balanced around the player having a sword, so it's hard to say what a shield will be like. The first thing I have to do is make sure it works well for right handed and left handed people. I'm also thinking I'll have you unlock it at the same time as survival mode. Make Novice easier - just a little. I think the game gets too hard too fast and a lot of player found it frustrating. I'm going to keep expert as hard as it is, so hardcore players still have a challenge. Nerf the Rapier - The Rapier is way OP as many have pointed out. Nerf Stabbing and Improve Slashing - Many have also pointed out that stabbing is an OP strategy in this game. I have some ideas on how to make slashing stronger, and I'm going to lower the damage on stabbing swords just a little. Reach while swinging - some players said the sword's reach feels like it shrinks while they're swinging. I think I may know why some swords feel this way and I have an idea on how to fix it. Keep Enemies Closer to Player - I'm going to mess around with the enemy's movement patterns to make them walk away from you less. Less 3v1 battles - 3v1 is frustrating to many players. I'm going to make less 3v1 battles early on. To compensate on difficulty, I'll make some of the enemies a little more agressive. Most of these changes are about fixing problems that hold back the game from its potential. If you want to try out the changes I made so far right now, I will upload the changes as I go in the "untested" branch: You can play that by going to Sword Master VR in your Steam library. Righ...Sword Master VR is Out Now!Sep 23, 2016 - Community AnnouncementsSword Master VR is now officially available on Steam! It's been an awesome opportunity to be able to make a real virtual reality video game! It really is like we are living in the future! The best part is the VR community that has supported me and has given me feedback all along the way in making this game! Thank you so much everyone! I hope you enjoy fighting in the arena of Sword Master VR!Sword Master VR is Out Now!Sep 23, 2016 - Community AnnouncementsSword Master VR is now officially available on Steam! It's been an awesome opportunity to be able to make a real virtual reality video game! It really is like we are living in the future! The best part is the VR community that has supported me and has given me feedback all along the way in making this game! Thank you so much everyone! I hope you enjoy fighting in the arena of Sword Master VR!3 Days to Launch! Check out this preview Gameplay!Sep 20, 2016 - Community AnnouncementsLaunch Date: Friday, September 23rd 2016 With the launch of the game so soon, it's awesome to see the excitement in everyone looking forward to fighting in the virtual arena of Sword Master VR! Version 1.0 is now live for the beta players who have gotten keys, and will be live for everyone on Steam in 3 days! Check out the new gameplay videos! by the awesome youtubers who got to play the game early! Brometheus_Tv Tribal Instincts RowdyGuy ownedbytamater In side news, it's looking like Sword Master VR is such a workout that it makes every player eventually collapse on the floor in exhaustion, but somehow are still having the time of their life! Put your blade skills to the ultimate test this Friday in Sword Master VR!3 Days to Launch! Check out this preview Gameplay!Sep 20, 2016 - Community AnnouncementsLaunch Date: Friday, September 23rd 2016 With the launch of the game so soon, it's awesome to see the excitement in everyone looking forward to fighting in the virtual arena of Sword Master VR! Version 1.0 is now live for the beta players who have gotten keys, and will be live for everyone on Steam in 3 days! Check out the new gameplay videos! by the awesome youtubers who got to play the game early! Brometheus_Tv Tribal Instincts RowdyGuy ownedbytamater In side news, it's looking like Sword Master VR is such a workout that it makes every player eventually collapse on the floor in exhaustion, but somehow are still having the time of their life! Put your blade skills to the ultimate test this Friday in Sword Master VR!Beta version 0.3!Sep 16, 2016 - Community AnnouncementsThis is a HUGE update and the game hasn't even been released yet! I'd like to give a huge thank you to all the beta testers! You all helped me find all the little bugs and improvements that needed to be made. Here are the changes for Sword Master VR beta version 0.3: Major Updates: -The hilt of the sword now accurately blocks. -Sword stats have been expanded on and are more balanced now. -A description of what all the stats do is now in the sword select menu. -Stab bonus and Slash bonus have been added to sword stats to help with stabs being OP. -Rotation is now taken slightly into account when applying damage, also helping with stabs being OP. -Sword collisions to the player's chest will now use the same tracking as the chest you see in the 3rd person camera. -Dead enemy's swords now cannot hurt you as they are falling. -"How to Play" has been added next to the select difficulty menu. -Music off button behind you in the title menu. -Enemies now switch to walking forward if they hit the edge of the arena. This is to stop them from moon walking backwards. -5 Extra easy levels have been added to training mode. Now the main 10 levels are only playable on Novice, Expert, & Legendary. -Added a metallic effect to the armor of the enemies to make it easier to see where they can and can't be hit. Minor Updates: -Adjustments to multiple sword swing timings. -Double stabs should do 1.5x damage instead of 2x damage. Double stabbing was OP. -The minimum amount of time to restart the round has been increased. -Moved the "select sword" button more forward to make it more clearly visible. -Enlarged the font of the message telling you what you have unlocked. -Increased the minimum swing distance on the giant sword and the longsword. -Increased the health on about half the enemies because they were being one-shot-killed. -Bug where you pick up both swords in the same hand -Added particles to the flames when enemies spawn to make it easier to see when they spawn behind you. -Hitting the enemy in their armor and sword knock them back like the shield does. This is to help prevent random swinging from working. -Adjusted the reaction speed time on easier and harder enemies -Shield also knock away longer. This helps give a strategy to get around the shield. -The number of combos that enemies do is no longer random, it is locked to the enemy type. -Adjusted the position of the enemy health bar to make it easier to see. -The "help" controller that shows you how to pull out the sword appears sooner. -Some of the 3rd person cameras have been zoomed out a little. -The outer arena size has been made smaller so enemies can't walk as far away from you. -Increased the minimum distance that enemies can get within the player. -3vs1 battles have been changed to 2v1 battles in the first 5 levels. -The bullet points on the difficulty menu buttons appear sooner. -Enemy swords delete sooner after the enemy's death. -The 3rd person camera chest on the player is a little less floaty now...Beta version 0.3!Sep 16, 2016 - Community AnnouncementsThis is a HUGE update and the game hasn't even been released yet! I'd like to give a huge thank you to all the beta testers! You all helped me find all the little bugs and improvements that needed to be made. Here are the changes for Sword Master VR beta version 0.3: Major Updates: -The hilt of the sword now accurately blocks. -Sword stats have been expanded on and are more balanced now. -A description of what all the stats do is now in the sword select menu. -Stab bonus and Slash bonus have been added to sword stats to help with stabs being OP. -Rotation is now taken slightly into account when applying damage, also helping with stabs being OP. -Sword collisions to the player's chest will now use the same tracking as the chest you see in the 3rd person camera. -Dead enemy's swords now cannot hurt you as they are falling. -"How to Play" has been added next to the select difficulty menu. -Music off button behind you in the title menu. -Enemies now switch to walking forward if they hit the edge of the arena. This is to stop them from moon walking backwards. -5 Extra easy levels have been added to training mode. Now the main 10 levels are only playable on Novice, Expert, & Legendary. -Added a metallic effect to the armor of the enemies to make it easier to see where they can and can't be hit. Minor Updates: -Adjustments to multiple sword swing timings. -Double stabs should do 1.5x damage instead of 2x damage. Double stabbing was OP. -The minimum amount of time to restart the round has been increased. -Moved the "select sword" button more forward to make it more clearly visible. -Enlarged the font of the message telling you what you have unlocked. -Increased the minimum swing distance on the giant sword and the longsword. -Increased the health on about half the enemies because they were being one-shot-killed. -Bug where you pick up both swords in the same hand -Added particles to the flames when enemies spawn to make it easier to see when they spawn behind you. -Hitting the enemy in their armor and sword knock them back like the shield does. This is to help prevent random swinging from working. -Adjusted the reaction speed time on easier and harder enemies -Shield also knock away longer. This helps give a strategy to get around the shield. -The number of combos that enemies do is no longer random, it is locked to the enemy type. -Adjusted the position of the enemy health bar to make it easier to see. -The "help" controller that shows you how to pull out the sword appears sooner. -Some of the 3rd person cameras have been zoomed out a little. -The outer arena size has been made smaller so enemies can't walk as far away from you. -Increased the minimum distance that enemies can get within the player. -3vs1 battles have been changed to 2v1 battles in the first 5 levels. -The bullet points on the difficulty menu buttons appear sooner. -Enemy swords delete sooner after the enemy's death. -The 3rd person camera chest on the player is a little less floaty now...