- Droid slice bugfix! - 6 March 2023
Hello there once again. I'm posting a quick fix for a bug many of you have noticed - When the droid was cut it stayed in a frozen pose. This is fixed now. Thanks TheNormalGecko for reaching out to me and bringing this issue to my attention.
- Bugfixes and Improvements - 17 August 2022
Hello there This is update with mixed content. There are some bugfixes and other improvements for performance and enemies. - Updated game engine - Fixed bug where you could jump through the ceiling sometimes - Improved management for small pieces when you cut a single object many times - Fixed a bug where the droid stopped firing from a certain angle - Improved drone move detection. They will hit walls less accidentally. - Fixed Z-Fighting on some Door/Wall configuration - Added sleep for physics calculation for stationary objects like large boxes to save performance - Improved sound sphere configuration for better 3D effect for projectiles
- JUMP improvement and more fixes - 29 June 2022
Hello there I've always wanted to make Saber Fight a physically active game. Quick dodges, dynamic reaction, fancy moves. That's why I decided to add jumping with a physical jump. It was an experiment, I knew it might not be comfortable in the long run. Certainly, there will be hardcore people who like such a challenge, but I would like Saber Fight to be for everyone, not forcing them to play the way I like it, but the way everyone likes it in their own way. - Added jumping on button (press down on rotation controller) - Fixed double sabers blades (deflection, blade behavior, minor errors) - Fixed camera effects when taking damage - Fixed saber sparks on walls - Added interaction with UI via Trigger (except X / A)
- Deflection Update - 27 May 2022
Hello there Deflecting projectiles is one of the biggest challenges for a saber user. Many of you mentioned that it can be annoying. I saw a lot of your videos and comments (I watch all of them). I noticed how to improve deflection to be more enjoyable, more satisfying, and more suited to the gameplay. Active Deflection: - Changed the aiming method. The deflections are much more accurate. They automatically select the origin target (+ - 15cm) instead of choosing the general projectile direction (+ - 2*) - Projectiles are faster (2.5x -> 3x) - Projectile deal more damage (x3) Passive Deflection: - The ability to aim has been added. Now the projectiles will be deflected in the direction we are looking instead of in a random direction. - Projectiles are faster (1x -> 2x) - Projectile deal more damage (x2) Others: - Base deflection collider size increased (0.02 -> 0.025) - Equipment slots o…
- Physics Update - Cut and Deflection improvement - 18 May 2022
Hello there While trying to fix the sword's feeling of heaviness (there shouldn't be any lag) I found some problems in physics, so I prepared this fix. Physical interactions should now be more reliable. - The accuracy of the physical calculations has been increased - Collision detection for projectiles has been improved - Improved the method of calculating the blade speed - Now the results will be more stable - Fixed object double cut bug - Fast cut detection improved - The blade will now pass through the target much less frequently - Changed the way the physics interact with the sword in hand (this may solve the weight and responsiveness issues) - Physics computing resource management has been improved - Optimization - Sword rotation resistance reduced - Now quick spinning while throwing should be easier - Fixed blade collider bug shrinking to 0 during passive deflection - Changed dete…
- Player rotation and Saber throw direction fix - 13 May 2022
This update includes a quick fix to player rotation and lightsaber throwing direction. I had to roll back the previous update for a while to fix these things. Everything is up to date now. Thanks guys for quick bug report. I was able to identify what causes the rotation offset of the sword relative to the hand. This is probably the fault of the rotation system and physics. I haven't been able to fix it yet, but will keep fixing it.
- Bugfix Update - Hand physics fix - 5 May 2022
This update mainly fixes recent bugs. The problem with hand physics gave me a lot of trouble, but finally managed to fix it. Thanks GOYDRASCRE for reporting this quickly! - Fixed reactivation of the hidden turret when cut through during animation - Adjusted dimensions and positioning of the large screen props - Adjusted physics behavior of small drone casing props - Fixed level generator refactor bugs when rooms would sometimes fail to render - Adjusted player position reset, random teleportations to the start of the room will be less frequent - Fixed hands freeze/shake when the player was moving - The game will now adjust the target frame rate to the device's max framerate setting
- Sawdrone Rework + Equipment Slots! - 8 April 2022
This update includes work on a new inventory system that will be further developed. So far, the basic implementation of the belt slots is available. You can attach the sword to the side of your belt to carry it more comfortably or when you have to use force. To make things cooler, I decided to tweak the Sawdrone to make it more quality and less annoying. - Sawdron model changed to better fit the game visuals - Saw sound added for Sawdrone - Sawdrone is now vulnerable to collisions with other objects, but still immune to collisions with walls - Sawdrone is slower - Sawdrone bounces less - Fixed Sawdrone sparks shooting - Added basic inventory slot implementation (left and right belt slots) - Fixed desk props were assigned to the wrong size category - Level generator refactor
- Bugfix Patch - 23 March 2022
Hello there This update mainly includes fixes to the previous Level Generator Rework update. - Engine, software, tools update - Added vibrations during hand collisions - Balance the number of enemies on the map - Improved performance (Levels should load even faster) - Improved performance (Better global light management) - Now, when you somehow manage to fall behind the map, you will be moved to a safe position in the last room you were in - Fixed hint on how to change saber color - Fixed bug where hidden enemies would fire before exiting the vent - Fixed a bug where multiple hidden enemies could spawn in one vent - Better area detection for enemy spawn - Fixed some spawn bugs like opponent spawning in an obstacle - Fixed access for extra content from streamer station
- Level Generator Rework - Big Content Update - 14 March 2022
Hello there The level generator rework is finally ready. This is one of the biggest updates in the game. The work was time-consuming and complicated because it touches many aspects of the game, from small props to enemies and entire rooms. I have focused right now on changing how the rooms are created and how much they can be modified by the generator. Thanks to more variables and more pre-calculations, the levels will not only be more interesting but also run much faster. This will allow to fill them with more content and it will open up new paths for development. This is a very important update that will allow me to focus on other level-dependent elements such as enemy behavior or interaction with the world. The update also includes fixes for enemies. Their positions are now completely randomized taking into account the layout and content of the rooms. In addition to the improvements…
- New Level Generator - Work in Progress - 20 August 2021
Hello there. It's been a long time since the last update. This is because I am still working on a level generator rework. It takes a lot more work than I thought. The generator deals with many nested aspects of the game, and I want to prepare a stable version that won't break some other features. Work on this update also includes a ton of other related fixes. I have already managed to do: - A complete change in the way levels are combined. Support for multi-door. You will be able to enter the location from all sides. Much fewer cases where rooms overlap with walls. Much less Z-Fighting. - Several new rooms. - New doors and locks. - New lighting and props - A dynamic spawn system that allows enemies to position themselves in completely new random places. - Performance has quadrupled! There is much more to come and im here all the time to make things done!. My main focus right now is to m…
- New Enemy Added - 15 March 2021
Hello there It's finally here! The first of the new enemies! He will take a new approach to fighting the player. Will he manage to pose a threat or will he end up in pieces like the others? Check it out and get ready for more enemies soon as the droid factories have new plans! - New enemy! - Game engine update - Made the elevator shaft level easier - Grip toggle options added
- New Enemies !? - 13 February 2021
Hello there. My friend, a big fan of Saber Sci-Fi, offered to help with the preparation of new elements for the game! He has prepared a concept art of new enemies and they may appear in the game soon! With such community support, I am able to add some really cool stuff. I am still working on the game stability, but when new models will are ready I will add them immediately! I hope you will like it, see you soon!
- Future Plans - 31 January 2021
Hello there I thought you might find it interesting what I plan to do in the future of the project. I really like this project and would like to develop it until it becomes a solid VR game! (and maybe more?). Unfortunately, I'm only one man, so these things will take some time. Thanks to the support of the community, there are people who want to help with graphics or 3D modeling! I really appreciate that. Some of the most important things I will work on in the future are: Level Generator Update - More levels - More objects in levels - Better variation of opponents - More randomness Saber Experience Update - Better control of Saber - More types of Sabers - Complete sound and visual effects - Better collisions - Support for Haptics Temple Update - Brand new temple - New temple parts repair system - Complex machinery requiring replacement of parts (batteries, components) - Component lootin…
- Status Update - I'm back - 23 January 2021
Hello there It's been a while now, I can finally resume the Saber Fight VR updates. I have just come back from my hometown, where I was resting. I still have Level Generator Rework to do, but I think I'll add some minor updates in the meantime. I will try to add some new levels and maybe even new enemies! see you soon!
- Status Update - 28 November 2020
Hello there I'd like to let you know how things are going. I took a short break recently due to events and holidays in my country. I wanted to spend some time with my family and visit my hometown. Updates are delayed but will continue as soon as I return. There are tons of things I want to add to this game :). I'll take care of it right after celebrating the new year! I wish you all the best in the coming events!
- Level Generation options and rotation hotfix - 29 September 2020
This little patch includes some little bugfixes and player rotation fix. A tab with levels generation options has been added to the options menu. Now you can turn off the vertical levels if for some reason you can't jump or you don't like them.
- Power Jump Improvement! - 24 September 2020
Hello there Thanks to your support, I have collected a lot of interesting comments about Power Jump and I have improved it. I've also added some bugfixes that have been fixed. I am currently working on Level Generation Rework to be able to add more interesting levels and interactive elements. I believe it will increase the gameplay a lot! - - Saber throwing trajectory was behaving strangely, now it is fixed - - A platform has been added to the jump tutorial that allows you to jump over the obstacle if you can't jump - - The clickable area of the button in the tutorial has been fixed - - Added Power Jump strength modifier based on jump charging length - - The jump special effects have been positioned to the player's position (not to the center of the playing zone) - - Jump acceleration is stopped after hitting the ceiling (jump does not "stick" to the ceiling during flight) - - The probl…
- Tutorial Expansion - 12 September 2020
To help new players find their way around, the tutorial has been expanded to include opening closed doors and jumping sections. The tutorial has been reset for current players to give you a chance to learn about the new Power Jump mechanic. - - Some walls blinking has been fixed - - The positioning of the text in the tutorial has been fixed - - The Pro-Tips display in the jump tutorial has been fixed - - New in-game hints for Power Jump - - New infor panel for Saber personalization - - tutorial for opening locked doors
- Power Update Part 2 - Power Jump! - 5 September 2020
Hello there Another power update featuring a brand new ability - Power Jump! Now you can achieve completely different combat dynamics and get into previously inaccessible places! Such as brand new 5 levels that will allow you to test a new ability! The handling of the new power is very intuitive and immersive. Just crouch and quickly jump up. The strength of your jump will depend on the intensity of your movement. You don't have to jump high, sometimes just standing on your toes is enough to make a smaller jump to the enemy. Make your workout with Saber Fight VR! Expect small bugs, future updates will fix everything and add new vertically oriented levels! I hope you will like it. Do you like this update? Want more updates like these? Join the fans of the game on Patreon, together we raise funds for another cool updates! https://www.patreon.com/SaberFight