- Graphics Update, Performance Improvements, Nav Mesh fixes. - 5 November 2016
Hello all you people. Apologies for the long silence, had some things take priority over everything else. Today's update is a small or big one, depending on what you place importance on in gaming: -After quite a few comments and reviews stating dissatisfaction with the resolution and visual design of the game, I've made efforts to improve on both. It's still a work in progress, but I've made pretty substantial improvements to ground textures, rock textures, and the overall look of the environment. Things should now look far more natural and realistic, hopefully improving on immersion. -Fiddling with the occlusion, I've managed to increase performance, which should improve jittering for some systems. -Fixed a nav mesh issue that was causing pathing issues on the Huntsman level for NPCs. Please leave feedback if there are any issues, in the Steam forum preferably. -P
- Graphics Update, Performance Improvements, Nav Mesh fixes. - 5 November 2016
Hello all you people. Apologies for the long silence, had some things take priority over everything else. Today's update is a small or big one, depending on what you place importance on in gaming: -After quite a few comments and reviews stating dissatisfaction with the resolution and visual design of the game, I've made efforts to improve on both. It's still a work in progress, but I've made pretty substantial improvements to ground textures, rock textures, and the overall look of the environment. Things should now look far more natural and realistic, hopefully improving on immersion. -Fiddling with the occlusion, I've managed to increase performance, which should improve jittering for some systems. -Fixed a nav mesh issue that was causing pathing issues on the Huntsman level for NPCs. Please leave feedback if there are any issues, in the Steam forum preferably. -P
- Devlog 3 Patch Notes: Wolf Fighting and Level Direction - 14 September 2016
Today's update is a smaller one, and going forward you can expect smaller updates with similar fanfare as well. I'll explain why after the patch notes: -Updates and changes to the level design, small things to help guide the player in the "right" direction. I say that in quotes because in the end, the forest of Redswood is a playground, and the story only ends the game, not the gameplay. -Changes to the wolf attacking behavior. They should now circle, move back and forth to attack, and evade your attacks. It's not perfect yet (what is?), but it should provide slightly more interesting mechanics than bopping them on the head as they stand there and attack. -Code cleanup. So. The VR community is very small right now. Very niche. Among that community is a solid percentage of people who are prone to VR sickness, and thus there is a percentage who are not. Perhaps I underestimated the percen…
- Devlog 3 Patch Notes: Wolf Fighting and Level Direction - 14 September 2016
Today's update is a smaller one, and going forward you can expect smaller updates with similar fanfare as well. I'll explain why after the patch notes: -Updates and changes to the level design, small things to help guide the player in the "right" direction. I say that in quotes because in the end, the forest of Redswood is a playground, and the story only ends the game, not the gameplay. -Changes to the wolf attacking behavior. They should now circle, move back and forth to attack, and evade your attacks. It's not perfect yet (what is?), but it should provide slightly more interesting mechanics than bopping them on the head as they stand there and attack. -Code cleanup. So. The VR community is very small right now. Very niche. Among that community is a solid percentage of people who are prone to VR sickness, and thus there is a percentage who are not. Perhaps I underestimated the percen…
- Redswood VR Devlog Week 2: New Wolf level, new and improved enemies, and pesky bugs. - 31 August 2016
http://imgur.com/Syek2dk Happy Wednesday everyone! Today's update comes with a few more improvements to gameplay, performance, and a few a brand new mechanics. -Bunnies! Evil bunnies! -Plant enemies now move around, presenting increased challenge. -Bug fixes regarding climbing, it should be a smoother process. -Bug fix regarding the door to Granny's house not properly opening when collecting the necessary apples. -Added in a walking slider on the in-game menu. This adjusts the walking speed for the arm-swinging movement, with the default set at medium speed. Turning it all the way down turns it off, for those that wish to avoid it altogether. -Tweaked the Redswood map to allow for more natural swinging and grappling rhythm. -Fixed bug that caused the player to jump when throwing an axe. -Added a bit of flair to the axe model. -Fixed sound issues related to enemies and enemy attacking. O…
- Redswood VR Devlog Week 2: New Wolf level, new and improved enemies, and pesky bugs. - 31 August 2016
http://imgur.com/Syek2dk Happy Wednesday everyone! Today's update comes with a few more improvements to gameplay, performance, and a few a brand new mechanics. -Bunnies! Evil bunnies! -Plant enemies now move around, presenting increased challenge. -Bug fixes regarding climbing, it should be a smoother process. -Bug fix regarding the door to Granny's house not properly opening when collecting the necessary apples. -Added in a walking slider on the in-game menu. This adjusts the walking speed for the arm-swinging movement, with the default set at medium speed. Turning it all the way down turns it off, for those that wish to avoid it altogether. -Tweaked the Redswood map to allow for more natural swinging and grappling rhythm. -Fixed bug that caused the player to jump when throwing an axe. -Added a bit of flair to the axe model. -Fixed sound issues related to enemies and enemy attacking. O…
- Redswood 1.06 Week 1 Devlog - Colliders, controls, and coffee. - 24 August 2016
Big update today! Of both the new and cumulative variety. After opening up the game to Early Access last Thursday, I received a great deal of fantastic feedback. I took a lot of suggestions to heart, took a step back from my own playstyle to see how others were trying to play the game, and made a variety of improvements to both gameplay and comfort. For those of you, who have bought and played Redswood, THANK YOU! It has been an amazing experience watching people respond to this whole video game thing I made, and I only want to make it better and better. For those who have played it but found issue with previous bugs, I encourage you to try it again and see if it's any better of an experience. And for those of you who haven't tried it but are curious...well... it's only natural to be curious. To get up to speed, updates I have made since last Thursday: -Player walking fixes when encount…
- Redswood 1.06 Week 1 Devlog - Colliders, controls, and coffee. - 24 August 2016
Big update today! Of both the new and cumulative variety. After opening up the game to Early Access last Thursday, I received a great deal of fantastic feedback. I took a lot of suggestions to heart, took a step back from my own playstyle to see how others were trying to play the game, and made a variety of improvements to both gameplay and comfort. For those of you, who have bought and played Redswood, THANK YOU! It has been an amazing experience watching people respond to this whole video game thing I made, and I only want to make it better and better. For those who have played it but found issue with previous bugs, I encourage you to try it again and see if it's any better of an experience. And for those of you who haven't tried it but are curious...well... it's only natural to be curious. To get up to speed, updates I have made since last Thursday: -Player walking fixes when encount…
- Update: Update Tomorrow - 24 August 2016
I haven't disappeared, I'm just dotting my T's and crossing my I's as I prepare a big update for tomorrow morning. Be on the lookout! Patrick
- Update: Update Tomorrow - 24 August 2016
I haven't disappeared, I'm just dotting my T's and crossing my I's as I prepare a big update for tomorrow morning. Be on the lookout! Patrick
- Save Points! - 20 August 2016
At more request, I've implemented a new function to the glowing mushroom checkpoints: saving! Now, in addition to being able to reset to them when using the "Checkpoint" button on your in-game menu, they serve as save points! Exiting the level or the game and coming back allows you to continue from where you left off, instead of starting the level over entirely. You can also reset each level's checkpoint in the main menu screen, under "Options". Please drop a note in the Discussion forums if anyone has issues! Patrick
- Save Points! - 20 August 2016
At more request, I've implemented a new function to the glowing mushroom checkpoints: saving! Now, in addition to being able to reset to them when using the "Checkpoint" button on your in-game menu, they serve as save points! Exiting the level or the game and coming back allows you to continue from where you left off, instead of starting the level over entirely. You can also reset each level's checkpoint in the main menu screen, under "Options". Please drop a note in the Discussion forums if anyone has issues! Patrick
- v1.025 Control cleanup - 19 August 2016
After some feedback from multiple sources, I've begun steps to clean up the controls and make things a little more intuitive and a little less clunky. Today's changes: -Axes now work differently, as the Huntsman. Instead of using the menu button to "summon" one in each hand, you must reach behind you, and pull trigger to "unsheathe" one from your back. You can do this with either hand. You will feel like a badass mammajamma. -No more holding multiple buttons down and clicking awkwardly for the menu. Instead, just hold the left menu button as either Red or the Huntsman. Select with right trigger button. -Lightened a couple of too-dark areas. This is all in continued efforts to consolidate controls and use as few button combinations as possible. Patrick
- v1.025 Control cleanup - 19 August 2016
After some feedback from multiple sources, I've begun steps to clean up the controls and make things a little more intuitive and a little less clunky. Today's changes: -Axes now work differently, as the Huntsman. Instead of using the menu button to "summon" one in each hand, you must reach behind you, and pull trigger to "unsheathe" one from your back. You can do this with either hand. You will feel like a badass mammajamma. -No more holding multiple buttons down and clicking awkwardly for the menu. Instead, just hold the left menu button as either Red or the Huntsman. Select with right trigger button. -Lightened a couple of too-dark areas. This is all in continued efforts to consolidate controls and use as few button combinations as possible. Patrick
- v1.02: When Plants Attack! - 19 August 2016
Today's update is a followup to yesterday's quick patch, just cleaning up colliders and walking issues. Please let me know if anyone is still running into problems, I know it's still possible to walk through the world but it should be severely reduced at this point. Also, plants should properly attack now! Too close, they'll chomp at you. Too far though, and they'll now spit acid balls your way. Duck, dodge, dip, dive, and dodge out of the way, they do a ton of damage! Patrick
- v1.02: When Plants Attack! - 19 August 2016
Today's update is a followup to yesterday's quick patch, just cleaning up colliders and walking issues. Please let me know if anyone is still running into problems, I know it's still possible to walk through the world but it should be severely reduced at this point. Also, plants should properly attack now! Too close, they'll chomp at you. Too far though, and they'll now spit acid balls your way. Duck, dodge, dip, dive, and dodge out of the way, they do a ton of damage! Patrick
- Release Day Patch Notes 1.01 - 18 August 2016
-Added in additional walking boundaries and scripted restrictions to prevent the player from walking through walls and outside the environment, greatly reduced incidence. -Changed UI font and added in cursor pointer for clarity. -Fixed issues with the Daytime Huntsman level. -Minor object placement adjustments and missing climbable collider fixes.
- Release Day Patch Notes 1.01 - 18 August 2016
-Added in additional walking boundaries and scripted restrictions to prevent the player from walking through walls and outside the environment, greatly reduced incidence. -Changed UI font and added in cursor pointer for clarity. -Fixed issues with the Daytime Huntsman level. -Minor object placement adjustments and missing climbable collider fixes.
- REDSWOOD VR RELEASE NOTES v1.0 EARLY ACCESS: - 18 August 2016
Hello, I'm Patrick, and thanks for playing Redswood VR! I want to take this opportunity to say hello (did that), and spell out not only the current state of the game, but also where I intend to take it as well as where those intentions come from in the first place. Redswood VR is all about choice. Not choice in story, but in gameplay. I want to make it as clear as possible that if you are in any way susceptible to VR sickness, you can use teleport to enjoy the game just fine from beginning to end. However, if you have the legs for it, there is really no veritable ceiling to the way you can move around these woods. Notes regarding the build as of release/known issues: -There will be bugs. Please report anything you find, don't leave it in a review! I'm want this game to be everything you and Daniel Day-Lewis want it to be. -Colliders are funky in VR. There is no way to prevent your physi…
- REDSWOOD VR RELEASE NOTES v1.0 EARLY ACCESS: - 18 August 2016
Hello, I'm Patrick, and thanks for playing Redswood VR! I want to take this opportunity to say hello (did that), and spell out not only the current state of the game, but also where I intend to take it as well as where those intentions come from in the first place. Redswood VR is all about choice. Not choice in story, but in gameplay. I want to make it as clear as possible that if you are in any way susceptible to VR sickness, you can use teleport to enjoy the game just fine from beginning to end. However, if you have the legs for it, there is really no veritable ceiling to the way you can move around these woods. Notes regarding the build as of release/known issues: -There will be bugs. Please report anything you find, don't leave it in a review! I'm want this game to be everything you and Daniel Day-Lewis want it to be. -Colliders are funky in VR. There is no way to prevent your physi…