Update 1.3


This update focused on adding new Quality of Life features to the game. The most noticeable change is the addition of new metrics in the HUD. This allows the player to more easily gauge how their actions are impacting their performance. The speedometer and average speed is now displayed on the screen at all times and will help players track how each move is impacting both their immediate and long term pace. The new checkpoint times can also be a useful tool in finding the best route for each player.

A new practice mode has also been added. This mode allows the player to immediately jump to any checkpoint to practice their skills. It can also be used for course exploration and discovery. The game was designed to be easy to learn and difficult to master. This new tool should help further those goals. 

Lastly, this update brings huge performance improvements by switching to baked lighting/reflections. As a result the frame rate has been improved by over 50% in some areas. The down side is that this limits the ability to add new dynamic elements in the future. VSync and Low Latency options were also added to the settings menu. These features let the player choose the configuration that works best for their hardware. 

Files

CyberRunnerV1.3.zip 709 MB
28 days ago

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Comments

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(1 edit)

So that was a cool update, i should say :) I'll try not to miss everything because there are a lot i want to say:

  1. Checkpoints/Practice mode. The most important one for me of course :) I really like your implementation, i can tell you gave a lot of thought into that (like camera preview and smooth transitions, showing skips, jumping between checkpoints and have ability not just go from one checkpoint to next but even several of them)
  2. So after your update i was trying A LOT of stuff again, practice mode and checkpoint timings really helped me. So now i have a record of 1:17:58 (btw i had also different time of 1:17:59 at checkpoints timings, prob rounding issue) and it's still in progress, even tho i'm not that active atm
  3. I had some bug with Practice mode, that i could see robot in the distance, but it's pretty rare, can fix it on going to the same checkpoint again. Prob will show a video later in case you don't understand what i'm talking about :)
  4. For further improvement I was thinking about exporting checkpoint timings into csv/json, so i could automate comparisons more
  5. Baked light was too rough for me (created some really dark places), i had to turn on brightness a bit
  6. Not sure if you was tinkering it or i was not noticing it before, but enviroment sounds became so much louder and it's a shame because they are connected to  gameplay sounds, if you could turn it down a bit or ideally create separate sliders for them that would be cool
  7. I like introduction of restart button, good solution on accident button push but i think i still prefer separate quick button. Got me some time to stop going to Practice mode just out of habit ;)
  8. Also my graphics became more detailed, not sure what exactly have you done it, but that's cool to see, even tho i had to used to new enviroment, hah) I was not measuring fps before and after but at least i feel i still can perform good and have good graphics, that's a plus
  9. Could you implement indicator for speed chaning (like color or arrow)? Because it's kind of difficult to track it for me atm even tho i was not focusing on it that much for some reason (prob easier for now to use Practice mode for improvements)
  10. I was not trying Low Latency yet, not sure what it will do, can you explain how it can help?

Overall, great job at it, i'm glad to see game improving and prob some influence of my feedbacks there as well :) Keep it going!

(+1)

I really appreciate your feedback and support. It's been really helpful and motivating. 

I'm glad you like practice mode! I have some ideas to make it even better in the future. I'll try to fix the bugs soon. I'll also keep working on the checkpoint times. 

Where was the lighting too dark? I can adjust it in the next release. I'll fix the audio settings too. 

Can you tell me more about #9? I don't quite understand. I also want to know about the double dash you mentioned a while back.

Low Latency mode changes how Unreal Engine displays the game. It's meant to decrease input latency but can have some drawbacks. It might lower the frame rate on your PC or make it look choppy. It's best to only use it if you have a very high frame rate. 

(3 edits)

I'm glad to hear that my feedback helps! :)

Lighting is too dark imho at tutorial almost everywhere, i'll try to attach some screenshots with default setting and how i changed it:




About #9 i'll try to attach my paint concept as well, it would be cool to understand if i'm speeding up or slowing down atm. Even tho only one time i feel i can use it to understand how fast i'm slowing down from sliding, have not even checked it yet


Thanks about info about Low Latency, i'll prob try it out


About double dash - it's best to try at Tutorial at very first jump. You can see it at start of my last record, so you should jump and while you are falling you should be a little bit lower of a platform you are approaching with first dash, then it should let you do second dash (just start to spam it at some point tbh :) ) without cooldown as usual. I could replicate it at some places at Course as well:

(+1)

I somehow didn't see your comment until today. I'll address your feedback in the next update. 

Thanks again :)