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There's always an itch to immediately get back in there and keep improving once an update is launched. The release of Powers a week ago being no exception. But I decided, in the spirit of it's Early Access days to let feedback accumulate and accumulate it did.

Parks, residential and business areas as well as a few unique locations mean there's plenty to discover. With a large amount of collectibles scattered around the island players are incentivized to search every nook and cranny. Remaking the Sandbox was a massive endeavour for me, trying to keep a stable framerate at this scale in VR seemed impossible at times, however it felt absolutely neccessary to truly enjoy the superhero feel.
I'll be the first to admit that my 3D skills are subpar, and learning 3D modelling, rigging and animation just wasn't viable, so enemies have transformed into 2D sprites which will menacingly stare you down as you approach. Each drawn from 8 directions, their AI has improved to keep the dangerous but not annoying in case you simply don't want to deal with any evil-doers.
Each hero now has a unique Combat and a unique Movement ability. To achieve this, some hero pairs were merged into one. Now you can equip a hero from either hand, and doing so will change the powers in both hands. The merged heroes are as following:
I don't want to make excuses. Work, life etc. are a factor yes, but I would like to apologize for the long wait, to those who believed in the project and backed it early on. This being my first major project would, hardly realized what I had gotten myself into until I was in too deep. Since the early days of the year I've slowly but steadily been making progress on PowersVR. The game took a different direction, and I hope it's not one which dissapoints.
In addition you'll notice some basic cars. This is just an image, but trust me, in the real thing they move along the roads. Very advanced stuff. Well not very, but moderately. Cars, signs, fire hydrants, lights, buildings all these systems now allow me to make a pretty good playground for would-be superheroes to unleash their powers.
Lastly I want to thank everyone who became part of this game. PowersVR raked in about 1700 sales in it's first year as an indie VR game, which is (statistically speaking) great. It got covered by a few major YouTubers and got me showcasing at conventions which was so much fun (although my legs still hurt from being up all day). I've always wanted to make games, but I never really understood what that's like until I starter making this one. And it's tough, but seeing people's reactions makes it absolutely worth it. So let's make this year even better :)
In addition to that I've been creating outlines for early story cutscenes and storyboards for later ones. After the this level is complete I'll paint in the story cutscenes, animate them and test how it all plays together before moving on to the next one.
Note: Scroll to the bottom to see the full patch notes
The three building on the left all use this new system and are made from the same pieces, while the one on the right is handmade. Obviously there are still things to work out here to make buildings look better, but this new system will dramatically decrease development time of new buildings. In the future I'll be adding things such as dynamic door placement, random props on the windows (air conditioners, laundry, antennas). I'm also doing some work with discoloration, that can be applied to specific areas of the building, to make it look more varied.
You'll notice on the side of this apartment building, that there's a fire escape going up the wall. This is actually one of the other things I've given time to this week. The fire escape has parameters to determine the floor height, floor count and other little things. Making it very reuseable on different kinds of structures. This is part of a larger system I'm working on, which will hopefully see customizeable pipes, vents, wires etc. Saving me a lot of time that would be needed to model them for each possible building.
While I was fidgeting with some settings I noticed the menus looked outdated and oddly designed. As if they were being drawn to have something underneath all buttons rather than for visibility, clarity and aesthetics. I've made several changes to menus and feel like the results are pretty good.
One thing I tackled this weekend, and think will pay off in the long run is proper Steam integration. It took some tries, but the game now features it's first set of achievements. They're all related to gathering heroes in the sandbox, but many more will come especially with the story mode. This now opens up the door for things such as Cloud saves, Trading cards and rewards. Since they're non-critical to the completion of the game I'll tackle them when I need a rest from doing other things.
I certainly have my work cut out for me, but with the support I've gotten I so far I can't help but feel optimistic. Unless I keep playing Splatoon 2 this much of course..
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