Dev Blog/Update 20170129
MageWorks v0.0.19 is now available!
A lot of these fixes and tweaks come from testing both internally and at various presentations. most recently, i had the opportunity to present at Friends School of Baltimore where I gave a brief lecture about independent VR development, followed by a workshop where students could play MageWorks and craft a few things. The workshop was located in the school’s maker-space, so we actually had the opportunity to 3D print one of the crystals that were crafted in-game. Here are a few photos that were taken by the teachers that day (permission to display these photos publicly have been approved by students/parents/faculty):
Hanging out in the crystal shaping shop:
Observing the observatory
This student had an Oculus Rift at home, so was comfortable summoning the hoverboard designed for advanced players.
Here’s me showing students some of the first parts that I started printing including the mess-ups which was part of the lecture i had given earlier regarding ‘create, observe, report, refine, repeat…’ combining scientific method mentality with lean start-up theory.
Anyhow, here are the patch notes for the newest build available on SteamVR (and hopefully Oculus Store soon). Thanks to the students for their feedback and opinions!
> Fixed a collision issue with the tools in the workshops. It’s now easier to pick them up / exchange with the players stave
> A new teleporting system has been implemented that differentiates between teleporting and using location-based spells. (since these update notes are on the ue4 forum, should probably mention this teleport system is now from the template. prior to this I had created my own using a different way of calculating trajectory, but i really liked the ‘predict projectile path’ node much better).
> Location based spells are now activated on release similar to the teleport, but with a notably different arc indication
> Usable object collision have been increased to allow for easier touch actions. For example gates can be opened and closed from further away now.
> A basic training area has been added. On first load, the player will start here, but can exit at any time after completing this level at least once. This is helpful to guide new players regardless of the campaign progression
> The tutorial book has been updated to include pages that describe different types of spells. for example, some spells require ‘reach’ and some require ‘ground’. Diagrams have been included with spell examples that illustrate this concept. Additionally, the tutorial book will always be loaded into basic training.
> Spells that require reach (the ball lightning spell requires reach for example) no longer require the staff trigger to be held to cast. As long as the player is reaching and pulls the trigger, the spell will activate.
> At the observatory, if a constellation is aligned with the telescope, players only need to teleport onto the travel portal to warp to another level. (Players no longer need to hold the staff trigger).
Known Issues (with some carried forward from previous build):
> The CNC machine (machine that creates the wood shape based on the drawings) occasionally runs into a bug where it doesn’t carve the drawing. this can temporarily be fixed by drawing a new drawing. This will be fixed in a future build.
> The 3d printed file from the CNC machine is still twisted at a few spots and i am working on a solution to this issue
> The tutorial bird A.I. is going through some changes, so you may see it fly to the correct place, but facing the wrong direction
> Quickplay gameplay is still in process of being developed, so the dragon may be impossible to kill at the moment (but is still fun to watch!)
> Saving custom staff shapes in the woodshop causes some issues on the storage shelf, but still creates the 3d printable file
On The Horizon (carried over from previous build):
> continued improvements to the crafting system so the staff can be assembled with stored parts
> a few more spells are still in the process of being constructed
> quick play games will continue to be tuned
> with core programming mostly complete, there will be optimizations and changes to level design to improve exploration gameplay
> the mining-cart quickplay game is in development
and speaking of mining cart quickplay game…here are a couple screenshots from the level rough-out: