It's been five exciting and, at times, long months - but the date is finally here! Our official release!
When Valve first sent us the HTC Vive we experimented with a number of concepts and this was the one we really enjoyed. Over the last five months the game has grown a great deal thanks to the dedication of the team and excellent engagement with the community. A big thank you to all those who have taken the time to leave reviews, both positive
and negative - as these have helped us shape the game into the foundation it is today.
We've incorporated a number of fixes in today's build from yesterdays release candidate (RC2). Don't think this is the end! This is just us saying that we have a base game that we think is a complete product. Read below for our plans for the game, which include developing and bugfixing on the main game as well as additional free/paid content and possibly additional HMD support.
Bug Fixes
- FIXED: Enemy snipers won't fire unless they have direct line of sight to their target.
- FIXED: Fixed graphics settings not getting applied properly in some cases.
- FIXED: Can no longer open pause menu, use commander abilities or possess unit after game has ended.
- FIXED: Lowered the sight radius for friendly units on Overwatch.
- FIXED: Tweaked unit health bar position in Overwatch.
- FIXED: Pause menu effects (greyscale/slow-mo) shouldn't persist after a player disconnects.
- FIXED: Increased medic and engineer health from 100 -> 150
- FIXED: Doubled helicopter volume.
- FIXED: Fixed unit kill achievements and lowered 'Pen Pal' kill distance from 300m -> 150m.
- FIXED: Added custom 50cal fire sound to enemy snipers.
- FIXED: if you open and closed the quit menu too quickly the game would get stuck in slow motion.
- FIXED: Enemy units occasionally walking into battle rather than running.
- FIXED: Enemy snipers lasers now work in D-Day.
- FIXED: Enemy snipers firing twice as fast as they should.
Our time in Early Access
Early Access offers a unique opportunity for developers to expose their game to the community much earlier than traditionally expected. This means there is still time for the game to "pivot" and change due to feedback and consumer interest. Those who played early versions of Out of Ammo will notice just how far the game has come, with some of my favorite additions during Early Access being:
- Cooperative Multiplayer
- First-person missions
- Left-handed mode
- Heaps more content
- Performance optimizations
- Enemy tanks
What Next?
Our future content team (Kane, Rory, Connor, and Aaron) have been preparing for future content and experimenting with what to do next with the title. Now that the game has gone 1.0 it means they can edit the base game, freeing them up to start properly implementing their work.
The next steps are a mix of paid and free content. This means the team will be working on a DLC as well as continuing to fix bugs. We're also keen to add in new missions/maps in the coming months as well.
Congratulations and thank you
I'm really proud of the Out of Ammo team who made this all happen:
- Francis (Programmer, Concept)
- Jayde (Programmer, Concept)
- Stephanie (Producer)
- Virgil (Designer, Voice Acting)
- Connor (Art)
- Aaron (Designer)
Additionally, welcome to our new team who are working on the future of the game:
- Kane (Lead Programmer)
- Rory (Programmer)
Special Thanks
Chet Faliszek (Valve) for being not only a mentor to me personally, but always making time to help me develop and correct the many mistakes I've made in the past. Also for believing in us enough to help with our questions and devkits.
Nathaniel Blue (Valve) again, for being awesome and just so kind and helpful. Without his support and assistance over the years, and many others at valve, I'm confident that we would not have gotten Out of Ammo out there.
Our players!. We have received so much feedback. One of the highlights for me has been engaging with people who left negative reviews. In many instances, they not only clearly outlined their issues but also wanted to be part of solving them. Once we had, so many of them ended up changing their reviews to positive. This, to me, is what Early Access and the review system is all about.
Synty Studios. I worked with these guys when I was at Sidhe as a Producer, and they're now one of the top unity store developers. While we made this game in Unreal - we used their assets as base for the game. Awesome guys and also fellow kiwi's!
Shaun Hammond. He did the new logo, so we've hired him! He will be helping us with branding and UI work here in the studio now.