
VR-Xterminator
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Update 2.0 - Patch NotesApr 19, 2017 - Community AnnouncementsHey folks, we have released Update 2.0, which includes several important Quality of Life improvements in addition to the brand new game mode Invasion. Each game mode now has its own checkpoint, which gets updated between each wave. Therefore it is now possible to quit a session to continue it at a later time. However, if the player loses a session, the related save game gets reset. In addition, a handle has been added to the platform console to adjust its transform. We hope you enjoy the new game mode and look forward to your feedback. Patch Notes: added the new game mode Invasion added new achievements for Invasion added Invasion to the mode selection in main menu added separate high score for Invasion restructured main menu overhauled main menu visuals added a handle to the platform console to manually adjust its height and alignment added the functionality to quit and continue a game session between stages added a new dynamic beam effect as connection between platform and consoles improved Dragon turn animation improved Dragon AI overhauled grass meshes and shader improved Mushroom shader improved Dragon shader improved Spider shader improved input teaching in tutorial added additional effects for picking up power ups replaced the exit portal in tutorial with exit console teaching Dragons in the tutorial can no longer kill the player fixed a bug that caused the tutorial to break added feedback sound to spider jump rebalanced the volume of several feedback soundsUpdate 2.0 - Patch NotesApr 19, 2017 - Community AnnouncementsHey folks, we have released Update 2.0, which includes several important Quality of Life improvements in addition to the brand new game mode Invasion. Each game mode now has its own checkpoint, which gets updated between each wave. Therefore it is now possible to quit a session to continue it at a later time. However, if the player loses a session, the related save game gets reset. In addition, a handle has been added to the platform console to adjust its transform. We hope you enjoy the new game mode and look forward to your feedback. Patch Notes: added the new game mode Invasion added new achievements for Invasion added Invasion to the mode selection in main menu added separate high score for Invasion restructured main menu overhauled main menu visuals added a handle to the platform console to manually adjust its height and alignment added the functionality to quit and continue a game session between stages added a new dynamic beam effect as connection between platform and consoles improved Dragon turn animation improved Dragon AI overhauled grass meshes and shader improved Mushroom shader improved Dragon shader improved Spider shader improved input teaching in tutorial added additional effects for picking up power ups replaced the exit portal in tutorial with exit console teaching Dragons in the tutorial can no longer kill the player fixed a bug that caused the tutorial to break added feedback sound to spider jump rebalanced the volume of several feedback soundsInvasion Is Coming With Update 2.0Feb 25, 2017 - Community AnnouncementsHey folks, As you may know, the past few weeks we worked hard on a new, more horizontally oriented game mode and today, we are finally ready to talk about Invasion. http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/27215352/ffda3e31845df2c555f91bad0e154bec8fc5d9db.jpg We at Since Idea Games are convinced, that a new game mode has to deliver a fresh feeling, that compliments the game without losing too much of its core mechanics. That's why Invasion builds up on the existing mechanics, such as the platform movement, the magazin aswell as the powerup-management. At the same time, the new game mode comes with a list of new features that change up the gameplay experience quite drastically. Right from the start of the development it was important to us, that "Invasion" transports the core gameplay to the players eye level, while offering a fast paced and action packed gameplay experience. That's why everything in this mode moves towards the player in a mostly horizontal manner. Our new level contains various different areas. In the center is a hangar in which the player is able to move around. On one side of the hangar there is a straight tunnel that exits right into outer space and through that tunnel, the enemies enter the spaceship. On the other side is one power supply room of the space ship, and in the center of this room is a large energy core. Other than in classic mode, in Invasion, the enemy only cares for the energy core rather than the player itself. The goal is to defend this energy core at all costs. To support the player, there is an energy shield blocking the entrance to that room, that destroyes each colliding enemy. For each hit, the shield loses energy until it finally collapses and the energy core becomes vulnerable. The game ends, when an enemy destroyes the core. Similar to the classic mode there are mushrooms scattered across the tunnel, that deflect the dragons and when destroyed, have a chance to drop PowerUps or additional enemies. But the PowerUps in space behave a little different. They are slowly but constantly pulled towards the energy core and get destroyed once hitting the energy shield. So the player has to coordinate his movement to pick them up in time. Further we replaced the spider for Invasion with a new type of enemy. It's a wildly bouncing bomb that should be destroyed before hitting the energy shield. If the bomb reaches the shield, it will be charged, which results in an EMP-Wave that completely disables the platform of the player for a few seconds, so the player can't collect PowerUps during that time. We will keep the current game as classic game mode to preserve our initially desired VR-Experience. Invasion will be released with VR-Xterminator Update 2.0 in the near future and comes along with several other Quality-Of-Life-Improvements. We hope you are as excited as we are and wish you all a nice weekend.Invasion Is Coming With Update 2.0Feb 25, 2017 - Community AnnouncementsHey folks, As you may know, the past few weeks we worked hard on a new, more horizontally oriented game mode and today, we are finally ready to talk about Invasion. http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/27215352/ffda3e31845df2c555f91bad0e154bec8fc5d9db.jpg We at Since Idea Games are convinced, that a new game mode has to deliver a fresh feeling, that compliments the game without losing too much of its core mechanics. That's why Invasion builds up on the existing mechanics, such as the platform movement, the magazin aswell as the powerup-management. At the same time, the new game mode comes with a list of new features that change up the gameplay experience quite drastically. Right from the start of the development it was important to us, that "Invasion" transports the core gameplay to the players eye level, while offering a fast paced and action packed gameplay experience. That's why everything in this mode moves towards the player in a mostly horizontal manner. Our new level contains various different areas. In the center is a hangar in which the player is able to move around. On one side of the hangar there is a straight tunnel that exits right into outer space and through that tunnel, the enemies enter the spaceship. On the other side is one power supply room of the space ship, and in the center of this room is a large energy core. Other than in classic mode, in Invasion, the enemy only cares for the energy core rather than the player itself. The goal is to defend this energy core at all costs. To support the player, there is an energy shield blocking the entrance to that room, that destroyes each colliding enemy. For each hit, the shield loses energy until it finally collapses and the energy core becomes vulnerable. The game ends, when an enemy destroyes the core. Similar to the classic mode there are mushrooms scattered across the tunnel, that deflect the dragons and when destroyed, have a chance to drop PowerUps or additional enemies. But the PowerUps in space behave a little different. They are slowly but constantly pulled towards the energy core and get destroyed once hitting the energy shield. So the player has to coordinate his movement to pick them up in time. Further we replaced the spider for Invasion with a new type of enemy. It's a wildly bouncing bomb that should be destroyed before hitting the energy shield. If the bomb reaches the shield, it will be charged, which results in an EMP-Wave that completely disables the platform of the player for a few seconds, so the player can't collect PowerUps during that time. We will keep the current game as classic game mode to preserve our initially desired VR-Experience. Invasion will be released with VR-Xterminator Update 2.0 in the near future and comes along with several other Quality-Of-Life-Improvements. We hope you are as excited as we are and wish you all a nice weekend.Update 1.02 - Patch NotesJan 16, 2017 - Community AnnouncementsHey folks, We have just released the new update VR-Xterminator Version 1.2, and it's a pleasure to announce that the game now fully supports Oculus Rift. Besides the Head Mounted Display, two Oculus Touch Controllers as well as at least two tracking cameras and enough space are needed. In addition to that, this update also includes some major bug fixes and our first approach to reduce the neck strain. We have transformed the game area from a cubic framework to a frustum, which leads to the fact that the dragons spend much less time on higher layers of the playing area, and a large part of the gameplay moves further downwards. In doing so, we have ensured that the total volume of the play area remains approximately the same, which is why we have increased the playable space on the ground by 75%. This makes it possible to keep the game view mainly diagonal by foresighted positioning the platform. As already mentioned, this is our first approach to tackle the neck strain. We are aware that it won't be possible to completely eliminate the problem without completely removing the gameplay above the player. Nevertheless our aim is to keep the current classic gameplay, so we want to minimize the problem in this mode, while working on a completely new ground-oriented mode. Patch Notes: VR-Xterminator now fully supports Oculus Rift Changed Game Area Logic from Cubic to Frustum Resized playable space in Arena Dragon Heads now collide with each other, which forces them to turn Rebalanced difficulty in order to provide more exciting lower stages Projectile Growing is no longer affected by SloMotion Projectile Speed is no longer affected by SloMotion Platform Movement is no longer affected by Slo Motion Console Rotation is no longer affected by Slo Motion Shield Duration is no longer affected by SloMotion It is no longer possible to accidentally activate console buttons with the gun hand while the platform is moving Improved Spider Explosion Effect Tweaked Movement Tutorial by splitting Console Rotation and Platform Movement into sevaral learning steps Tutorial Drone will only fly on range, if it is necessary for gameplay visibility Added visualized Controllers for improved keybinding teaching to Tutorial Added a new Exit Portal to Tutorial Improved some Tutorial text Added Bloom to Graphic Options Dragons are no longer "Jumper". Fixed a bug that caused Dragon Heads to skip space and time Spider Debris will no longer have an unintended impact on magnetic beam Fixed a bug that prevented the portal spawn effect on dragons from being disabled Fixed a bug that caused a Tutorial Reset from resetting options Fixed a bug that prevented Spider Collision from beeing removed after destructionUpdate 1.02 - Patch NotesJan 16, 2017 - Community AnnouncementsHey folks, We have just released the new update VR-Xterminator Version 1.2, and it's a pleasure to announce that the game now fully supports Oculus Rift. Besides the Head Mounted Display, two Oculus Touch Controllers as well as at least two tracking cameras and enough space are needed. In addition to that, this update also includes some major bug fixes and our first approach to reduce the neck strain. We have transformed the game area from a cubic framework to a frustum, which leads to the fact that the dragons spend much less time on higher layers of the playing area, and a large part of the gameplay moves further downwards. In doing so, we have ensured that the total volume of the play area remains approximately the same, which is why we have increased the playable space on the ground by 75%. This makes it possible to keep the game view mainly diagonal by foresighted positioning the platform. As already mentioned, this is our first approach to tackle the neck strain. We are aware that it won't be possible to completely eliminate the problem without completely removing the gameplay above the player. Nevertheless our aim is to keep the current classic gameplay, so we want to minimize the problem in this mode, while working on a completely new ground-oriented mode. Patch Notes: VR-Xterminator now fully supports Oculus Rift Changed Game Area Logic from Cubic to Frustum Resized playable space in Arena Dragon Heads now collide with each other, which forces them to turn Rebalanced difficulty in order to provide more exciting lower stages Projectile Growing is no longer affected by SloMotion Projectile Speed is no longer affected by SloMotion Platform Movement is no longer affected by Slo Motion Console Rotation is no longer affected by Slo Motion Shield Duration is no longer affected by SloMotion It is no longer possible to accidentally activate console buttons with the gun hand while the platform is moving Improved Spider Explosion Effect Tweaked Movement Tutorial by splitting Console Rotation and Platform Movement into sevaral learning steps Tutorial Drone will only fly on range, if it is necessary for gameplay visibility Added visualized Controllers for improved keybinding teaching to Tutorial Added a new Exit Portal to Tutorial Improved some Tutorial text Added Bloom to Graphic Options Dragons are no longer "Jumper". Fixed a bug that caused Dragon Heads to skip space and time Spider Debris will no longer have an unintended impact on magnetic beam Fixed a bug that prevented the portal spawn effect on dragons from being disabled Fixed a bug that caused a Tutorial Reset from resetting options Fixed a bug that prevented Spider Collision from beeing removed after destructionUpdate 1.01 - Patch NotesJan 6, 2017 - Community AnnouncementsWe hope, that you all had some relaxing Christmas Days and a good start into the new year 2017. Roadmap: This update focuses mainly on bug fixes and minor Quality of Life improvements. In the background, we are already working with great focus on the neck strain problem, which we will tackle with different approaches in the next few updates. In addition to the neck problem, the Oculus Rift Support (Touch & Guardian), as well as improvements to the tutorial are our top priorities right now and you will hear more about that in the near future. Patch Notes: dragons will no longer move into the ground improved general projectile behaviour fixed a bug where projectiles would ricochet instead of dealing damage fixed a bug that caused unintended projectile collision behaviour in platform range in addition to removing a magazine with your free hand, magazines can now be pushed out of the gun with another magazine magazines will now disintegrate instantly, if they are empty and removed from the gun platform magnetic beam particle effect will now only be activated if the platform is in movement mode, not in rotation only mode increased platform speed slightly tweaked platform shader improved mushroom explosion tweaked main menu structure fixed 'Space' button on highscore keyboard Update 1.01 - Patch NotesJan 6, 2017 - Community AnnouncementsWe hope, that you all had some relaxing Christmas Days and a good start into the new year 2017. Roadmap: This update focuses mainly on bug fixes and minor Quality of Life improvements. In the background, we are already working with great focus on the neck strain problem, which we will tackle with different approaches in the next few updates. In addition to the neck problem, the Oculus Rift Support (Touch & Guardian), as well as improvements to the tutorial are our top priorities right now and you will hear more about that in the near future. Patch Notes: dragons will no longer move into the ground improved general projectile behaviour fixed a bug where projectiles would ricochet instead of dealing damage fixed a bug that caused unintended projectile collision behaviour in platform range in addition to removing a magazine with your free hand, magazines can now be pushed out of the gun with another magazine magazines will now disintegrate instantly, if they are empty and removed from the gun platform magnetic beam particle effect will now only be activated if the platform is in movement mode, not in rotation only mode increased platform speed slightly tweaked platform shader improved mushroom explosion tweaked main menu structure fixed 'Space' button on highscore keyboard RELEASEDec 20, 2016 - Community AnnouncementsVR-Xterminator is now available on Steam! We hope you enjoy playing our game VR-Xterminator, we worked hard to offer you a great VR Experience and hope you will enjoy it as much as we did during development. If you have any problems or feedback, we would be glad to hear from you. Merry christmas and a happy new year Since Idea GamesRELEASEDec 20, 2016 - Community AnnouncementsVR-Xterminator is now available on Steam! We hope you enjoy playing our game VR-Xterminator, we worked hard to offer you a great VR Experience and hope you will enjoy it as much as we did during development. If you have any problems or feedback, we would be glad to hear from you. Merry christmas and a happy new year Since Idea Games
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