Changelog - Pre-Alpha 0.0.0.14
This update marks a major shift in development focus and speed. I was finally able to move from a platform I was using temporarily: a busted laptop with an i7, geforce 660m, 4GB RAM (This was a killer). In addition to lack of speed in operations, multi-tasking in more than one development suite was next to impossible. I was also limited to testing at 720p with low-medium settings. Not ideal. But I am now back to my main rig: an i7, 970, 16 GB. I can now appropriately guage performance and develop visual assets as such. After this release, courts and models (players, weapons) should begin to mature in terms of design and development. Alpha is approaching, and basic netplay is the last major thing on the to-do list before the game gets there.
General
- Added intensity setting - mainly affects maximum ball speed
- Implemented basic stat system (more to come in a later update):
- Shots, Sets, Offside hits, and Accuracy
- Knockdowns, including gettting knocked down
- Score, Points, Assists (wording of these may change)
- Uses internal tally system
- (Tally/Score values) Hit: 1, Set: 3, Over the net: 2, Offside hit: 3, Knockdown: 2
- The player with the most tallies on the scoring team gets the point
- Any other players on the scoring team with at least half the highest tallies gets an assist
- The player who last hit the ball on the scoring team will get an assist even if they don't have enough tallies
- In the event of a tie for highest tallies, all tying players will receive an assist and no point will be awarded
- Only members on the scoring team have their tallies added to their total Score
- Tallies are reset for ALL players after scoring is done during the intermission
- Match no longer ends abruptly. Shows scoreboard before heading back to main menu
- Increased primary shot speed and adjusted bounce trajectory (shot loses less momentum)
- Slightly increased size of secondary shot and decreased speed/lifespan
- Added smoke and sparks knockdown effect
- Fixed up internal file structure and references. Reduced file size ~200MB and should improve loading times
- Fixed ball light color getting stuck on blue or orange if shot right before hitting the ground
- Added barrier effects for courts without solid walls
- Fixed up various glass materials
- Adjusted depth of field effect for all courts
- Added basic match music support (and test song), volume turned down by default for now
AI
- Overhauled accuracy, prediction, and positioning
- Bots are much less likely to get a personality mix that results in them constantly shooting the ball against the back wall
- Bots are now aware of the return timer and will adjust their strategy if it is getting low
- Adjusted mesh rotation if in air
- Adjusted accuracy for time dilation
- Fixed bot particle trail colors not matching their glow color
UI
- Added Score Board
- Fixed focus outline not always appearing in menus
- Pause Menu: Added game speed slider to menu in practice mode (full practice menu next update... maybe)
- Quick Play: Greatly improved menu navigation
- Quick Play: Fixed validation for score/time limit and score threshold fields
- Quick Play: Added VS_Bedroom to Maps
- Quick Play: Added intensity options
- Quick Play: Fixed ability to press play button more than once
- Quick Play: (Mostly) Fixed + and - buttons not working right when clicking rapidly
- Team score now turns red when a team is about to win (within one point of score limit/threshold in score mode, past score threshold within 30 seconds of match end, or one point remaining in overtime)
- Fixed HUD score display on certain resolutions
Weapons
- Updated weapon model/materials
VS_Gym
- Added planar reflection to floor
- Fixed some objects having collision that shouldn't have it
VS_Wave
- Added proper glass reflections
- Test fish
VS_Bedroom
- Created initial version
Get VolleyShot
VolleyShot
Fast-paced volleyball-inspired shooter.
Status | In development |
Author | Kid Ying |
Genre | Shooter, Sports |
Tags | 3D, Arcade, Colorful, Fast-Paced, First-Person, Gravity, Multiplayer, Singleplayer, Unreal Engine |
Languages | English |
More posts
- Where is this game?Aug 02, 2020
- Yup, still not deadJan 10, 2020
- I'm still here.Oct 01, 2019
- Alpha Demo IncomingMay 28, 2019
- 2019 Progress ReportDec 31, 2018
- August Progress ReportAug 05, 2018
- June Progress ReportJun 16, 2018
- May Progress ReportMay 16, 2018
- Major Update — Pre-Alpha 0.0.0.16Mar 06, 2018
- Minor Demo UpdateFeb 28, 2018
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