Tomb Defense 0.2.0 Released
It has only been a few days but first update is out now. Main features you will notice include some new voice lines I have made used for menus and power ups. Talking about power ups, new one has been added "Blood Rush", shooting this slow down time for 15 seconds for slo-mo shooting action to give more breathing room controlling the crowd and make you feel like an overall badass.
Much of the work has been done to get the Quest build ready to be published which we are so close but a couple of packaging issues need sorting, one of these changes include new fog effects which give a much nicer gradient on the floor compared to how I set up Unreal's default exponential fog in 0.1.7 before.
Settings, they were very clearly unfinished on the games released, the menu even said so, but I have gone in and given the face lift it deserved. Volume too loud? Feel free to turn it down. Music or new voice lines too loud? They can even be turned down seperatly. And for VR users, there is now a resolution slider so you can have crunchier visuals for higher frame rates, or a higher resolution for crisp visuals, along with that, if you want aid in aiming, optional laser sights are avaliable to use with permanant ones in use for making menus easier to use.
If you happened to experience any performance issues in 0.1.7, don't worry, while the game is getting bigger it is also running better, even though you couldnt see the menu through the fog, they seemed to cause havoc to the games performance, and I have now set them to be hidden when not in use, the only major comaprison I have measured is it has made the quest build very noticably smoother since implementing this change. And while using a rather beefy PC makes it harder for me to find optimisations for PC do not worry, I have switched the game's rendering from deffered to forward which has been used in VR games dues to being much more efficient, an example being Epic reporting their game Robo Recall ran 22% faster using it on a GTX 970.
Here is the full Change Logs:
Additions
- New Powerup Blood Rush (Slows down time for 15 seconds)
- Volume Options Added
- VR Resolution Option Added
- Optional Laser Sights Added
- Announcer Voicelines
Changes
- Engine update from 5.2.1 to 5.4.2
- Options Menu Upgrade
- Updated Fog
- Power Up Spawn Effect Changed
Bug Fixes
- VR muzzle flash being too long fixed
- Black spots in lighting fixed
- Menus are hidden when not being used to improved performance
- Reduced File Size
Plans for the Future:
Right now my plans are to add new features and content to make the game feel more complete now most of the technical details and basic features have been sorted. The next upfate is going to include a new skeleton enemy who shoots arrows from afar that you must duck to avoid. Along with that, you will be able to shoot enemies after they are dead for extra ragdoll shenanigans which I think will fit really well with the new blood rush powerup.
Files
Get Tomb Defense
Tomb Defense
Endless Arcade Grave Shooter
Status | In development |
Author | Amy♡ |
Genre | Shooter |
Tags | Arcade, Endless, ghouls, graveyard, High Score, Low-poly, Retro, Skeletons, Virtual Reality (VR), Zombies |
Languages | English |
Accessibility | One button |
More posts
- Tomb Defense 0.2.1 Released39 days ago
- Major Performance News46 days ago
- SideQuest Release and Price ChangesJul 27, 2024
- Small Update on Quest ReleaseJul 16, 2024
- Updating to Unreal Engine 5.4.2Jun 16, 2024
- Preparing for Quest ReleaseJun 16, 2024
- Improving PerformanceJun 15, 2024
- Early Access PC LaunchJun 14, 2024
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