- AmaranTime Arena 2.5 - Mother Of All Updates - 15 August 2020
https://media.giphy.com/media/LRUVM7uEfkpt1s62Xc/giphy.gif This is a little bit embarrassing, but after all this time, we have a huge update for AmaranTime Arena! It’s been an extremely busy year, from going to my first GDC in 2019, to taking this game to Momocon 2019, and finally presenting this game at DreamHack 2019! Just as we were collecting feedback from these events, tweaking game mechanics, and polishing up designs, the Coronavirus hit and pulled the rug a bit. Worry not, we are safe, and we were even able to work on a version of this game for the Oculus Quest, which the release date for that is TBD. This update is pretty big, we have new enemies, a new environment, a new shield mechanic, and new updates to the overall game design! We are nearing the completion of this game pretty soon, but not without a few new updates we have down the pipeline. Thank you so much for being here…
- AmaranTime 2.4 - Sword and Melee System - 9 May 2019
Today, we are releasing a new weapon to AmaranTime Arena, the Laser Sword! We wanted to explore how we can destroy robots in a different fashion than just shooting at them from afar, so we developed this new melee weapon! You can pummel enemies with the blade, and once you have charged the sword enough, you can release it’s energy into a homing missile, very similar to the rocket launcher! We are super excited to see what you guys got! https://media.giphy.com/media/ieVnOw3VLbnbEa7Inj/giphy.gif https://media.giphy.com/media/fqavkomfPiXos2JSnw/giphy.gif As you may have noticed in the gifs, we have also received Knuckles controllers from Valve (we’ve actually had them for a while now), and we are working on official integration. Right now, the default bindings are actually pretty good, but not perfect. We will have an official announcement on Knuckle bindings when it’s ready! The Technical…
- AmaranTime 2.3 - Preliminary Windows Mixed Reality Support - 17 February 2019
https://media.giphy.com/media/PoJWARDxyefCVNVKxx/giphy.gif Today, we are adding Windows Mixed Reality support to AmaranTime Arena! If setting up the Oculus cameras or Vive base stations makes you as tired as I am, then you will love this update! In order to accommodate the new platform, we added a new Guided Throwing mechanic. Now, when you toss an object in the general direction that you are looking, the item will land to where you were looking. This was needed because all controllers calculate velocity and acceleration forces a little differently, and in WMR it was way off than we were used to. This new mechanic should benefit the other VR platforms as well, but if not please let us know! We’ve got a cool looking new weapon making its way into the game, that should be coming in the next weeks. The current plan is to add that weapon and hopefully a bit more before we head to GDC this M…
- AmaranTime 2.2 - Rocket Launcher - 10 December 2018
In this update, we are releasing a new weapon type, the Rocket Launcher! The rocket launcher is an unlockable in the game, and is located on the left side of your head. The rocket itself homes on enemies when fired, so proper aiming is not required. Don’t fire the rocket to close to yourself though, the rocket is very dangerous and will hurt you too! We are still working hard on new guns and enemies for this game, along with a couple of really cool features. I know there are a few issues with the rocket launcher, but I want to get this out there for everyone to check out the latest and greatest! Let us know what your thoughts are, and have a literal blast! The Technicalities: Rocket Launcher The Rocket Launcher acts as a different gun that is holstered on the left side of the head Firing the Rocket Launcher fires a rocket that homes onto the enemy. No need to accurately aim the launcher…
- AmaranTime 2.1 - Pivots for the Better - 26 June 2018
Woah, what happened to 2.0? Apparently I forgot to do a little write-up for that update, my b. All in all, I had this really cool upgrade system where people could earn points, then spend them on upgrades in a VR menu. It was awesome, except for that no one knew how to make the menu appear, and people didn't want to learn how to do that in the middle of the battle. So in this update, I took out the upgrade menu part. Upgrades will now auto unlock as you progress through the waves, making it much easier to get players to use upgrades. I've made a bunch of other changes based off of feedback I've gotten at Momocon and Southern Fried Gaming, check it out! Upgrade System Upgrades are auto unlocked over time now. Upgrade Descriptions now show as a toast that pops up in front of the player when the upgrade unlocks. Upgrades are reset every match Upgrades have a spawn particle system and notif…
- AmaranTime 1.8 - Locomotion Adjustments, Enemy Adjustments, and the FUTURE - 19 February 2018
Long time, no see! I've been working on these over the holidays, and have started some prep work for future earnable upgrades in game! Some of these updates you will not see until the next big update, hopefully in March. Happy blasting! Balance Adjustments The LASR-1 enemy is now twice as large. The LASR-1 enemy is now three times slower than before The LASR-1 laser beam is now two times wider than before Locomotion Adjustments Run In Place detection now tracks the headset position in the real world, rather than the headset position in the virtual world. Updated Run In Place detection to use a Running Standard Deviation algorithm. Getting the Standard Deviation now takes amortized constant time! Pressing forward on the control stick / touchpad will move the player forward at a slow walking speed. Great for micro-adjustments! Players stop running when they stop Running in Place much more…
- AmaranTime 1.8 - Locomotion Adjustments, Enemy Adjustments, and the FUTURE - 19 February 2018
Long time, no see! I've been working on these over the holidays, and have started some prep work for future earnable upgrades in game! Some of these updates you will not see until the next big update, hopefully in March. Happy blasting! Balance Adjustments The LASR-1 enemy is now twice as large. The LASR-1 enemy is now three times slower than before The LASR-1 laser beam is now two times wider than before Locomotion Adjustments Run In Place detection now tracks the headset position in the real world, rather than the headset position in the virtual world. Updated Run In Place detection to use a Running Standard Deviation algorithm. Getting the Standard Deviation now takes amortized constant time! Pressing forward on the control stick / touchpad will move the player forward at a slow walking speed. Great for micro-adjustments! Players stop running when they stop Running in Place much more…
- AmaranTime 1.7 - Enhanced City, More Intuitive Controls, and Fixes Galore! - 7 December 2017
Environment Replaced basic blocks with City Tower blocks that glow! Added the unique tower named Quartz Tower! Controller Highlights Controllers fade out when you hover over an item Controllers also use this system for haptic feedback Depending on the hovered item, the controller will have buttons highlighted to indicate the button to use to interact with the item For the Ammo, the grip buttons will be highlighted For the Gun, the grip and trigger buttons will be highlighted When holding an item and then hovering over the holster, the controller will fade in with the grip button highlighted Works with the HTC Vive and the Oculus Rift Chamber System Redid the chamber system so that ammo moves with the gun on recoil. Also eliminates accidental unchambering. Balance Adjustments Reduced the amount of damage the yellow projectiles deals out The first enemy of each wave always spawns at the s…
- AmaranTime 1.7 - Enhanced City, More Intuitive Controls, and Fixes Galore! - 7 December 2017
Environment Replaced basic blocks with City Tower blocks that glow! Added the unique tower named Quartz Tower! Controller Highlights Controllers fade out when you hover over an item Controllers also use this system for haptic feedback Depending on the hovered item, the controller will have buttons highlighted to indicate the button to use to interact with the item For the Ammo, the grip buttons will be highlighted For the Gun, the grip and trigger buttons will be highlighted When holding an item and then hovering over the holster, the controller will fade in with the grip button highlighted Works with the HTC Vive and the Oculus Rift Chamber System Redid the chamber system so that ammo moves with the gun on recoil. Also eliminates accidental unchambering. Balance Adjustments Reduced the amount of damage the yellow projectiles deals out The first enemy of each wave always spawns at the s…
- AmaranTime v1.6 - Redesigning the Pistol and Music! - 16 October 2017
AmaranTime v1.6 will be available super shortly, with a bunch of updates from lessons learned! This update revolves around interacting with the gun, which admittedly may change in the future. Neverless, here are the updates! Upgrades Upgraded Unity to version 5.6.3 Upgraded SteamVR plugin to version 1.2.2 Upgraded Lighting to work with new Unity version. Also provided a nice performance boost Gun Upgrade Built my own Gun Pistol Model Added shiny materials to model. Rotate it to see the sheen! Non-realistic gun smoke emits from the tip when fired. May change this later. A “laser sight” is added to help players know where their shots will land. It will only appear when the gun is loaded. Added Recoil to the Pistol Fires at the same speed when is slow mo as well. Ammo Upgrade Built my own Ammo Model Also added shiny materials to this model Ammo Count is now next to the Ammo. It will always…
- AmaranTime v1.6 - Redesigning the Pistol and Music! - 16 October 2017
AmaranTime v1.6 will be available super shortly, with a bunch of updates from lessons learned! This update revolves around interacting with the gun, which admittedly may change in the future. Neverless, here are the updates! Upgrades Upgraded Unity to version 5.6.3 Upgraded SteamVR plugin to version 1.2.2 Upgraded Lighting to work with new Unity version. Also provided a nice performance boost Gun Upgrade Built my own Gun Pistol Model Added shiny materials to model. Rotate it to see the sheen! Non-realistic gun smoke emits from the tip when fired. May change this later. A “laser sight” is added to help players know where their shots will land. It will only appear when the gun is loaded. Added Recoil to the Pistol Fires at the same speed when is slow mo as well. Ammo Upgrade Built my own Ammo Model Also added shiny materials to this model Ammo Count is now next to the Ammo. It will always…
- AmaranTime v1.5 is Live! - 1 May 2017
AmaranTime v1.5 is live with some big fixes and enhancements for you all! Enhancements Rounded the value of the health status on the HUD The LASR laser beam has a unique sound LASR now has a unique charging sound The LASR laser beam inflicts continuous damage Bug Fixes The health status now accurately represents the player’s health LASR now doesn’t hurt itself when it attacks Shooting the LASR laser beam now does not have sparks flying out
- AmaranTime v1.5 is Live! - 1 May 2017
AmaranTime v1.5 is live with some big fixes and enhancements for you all! Enhancements Rounded the value of the health status on the HUD The LASR laser beam has a unique sound LASR now has a unique charging sound The LASR laser beam inflicts continuous damage Bug Fixes The health status now accurately represents the player’s health LASR now doesn’t hurt itself when it attacks Shooting the LASR laser beam now does not have sparks flying out
- Oculus Rift Support and New Enemy! - 20 April 2017
Hey everyone! I'm not dead, development just takes a lot more time than I thought. Now that we are on version 4 or whatever now, here are the highlights! Refactor and Enhancements Created an Event System to handle both Vive and Oculus Touch Controllers Adjusted the Lighting New Features Added Oculus Touch Controller Support Added a Better Skybox (there are clouds in the sky!) New Enemy: LASR1 Small Quick Sweeps a laser across the stage to attack Low Health
- Oculus Rift Support and New Enemy! - 20 April 2017
Hey everyone! I'm not dead, development just takes a lot more time than I thought. Now that we are on version 4 or whatever now, here are the highlights! Refactor and Enhancements Created an Event System to handle both Vive and Oculus Touch Controllers Adjusted the Lighting New Features Added Oculus Touch Controller Support Added a Better Skybox (there are clouds in the sky!) New Enemy: LASR1 Small Quick Sweeps a laser across the stage to attack Low Health
- AmaranTime DevLog #2 - 19 February 2017
https://youtu.be/_cCnSBki6Ak
- AmaranTime DevLog #2 - 19 February 2017
https://youtu.be/_cCnSBki6Ak
- AmaranTime Update v1.1! - 21 January 2017
I am back from the holidays with an update for AmaranTime. One of the features I was (and still am) proud of is the Run In Place Locomotion, but I found that not many people would prefer to just play the game standing in the same place. Since I want to test out if the Run In Place Locomotion is a good and not sick inducing mechanic, I've decided to implement a few new features to force players to move around the environment.The update can be summed up in this gif: http://i.imgur.com/SNfhvEC.gifThe guns now have a finite amount of shots, meaning that the Player will have to collect ammo as they start shooting more. The ammo will automatically spawn when the shots get low, but they will spawn far away enough so that the player has to run over to reach it. There is also an interface on the front of the gun to indicate how many shots you have left. To Reload, all you have to do is insert th…
- AmaranTime Update v1.1! - 21 January 2017
I am back from the holidays with an update for AmaranTime. One of the features I was (and still am) proud of is the Run In Place Locomotion, but I found that not many people would prefer to just play the game standing in the same place. Since I want to test out if the Run In Place Locomotion is a good and not sick inducing mechanic, I've decided to implement a few new features to force players to move around the environment.The update can be summed up in this gif: http://i.imgur.com/SNfhvEC.gifThe guns now have a finite amount of shots, meaning that the Player will have to collect ammo as they start shooting more. The ammo will automatically spawn when the shots get low, but they will spawn far away enough so that the player has to run over to reach it. There is also an interface on the front of the gun to indicate how many shots you have left. To Reload, all you have to do is insert th…