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Alpha 2 Launch

Today, we're launching a major update, Alpha 2, which is available immediately to all our Patreon supporters!

Thanks to everyone who has been helping us test Alpha 2 over the past week. Now, we're finally ready to launch!

Alpha 2 refines the core giant-versus-warrior gameplay seen in the Public Alpha. New features include:

  • A "physical" health system for both players represente...

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Preview: Closed Alpha (Alpha 2) [Prototype Update #23]

Hey!

It's been a bit since the last prototype update. This is because we've been working on the Closed Alpha release and all the marketing that goes into that. It's been exhausting!

However, we're getting close to releasing it, and have a lot of the development ready to go and included in today's prototype update.


New UI and Menu

Andy has been busy upgrading the menu to be more user-friendly and represent where we want the menu to be at laun...

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Quality of Life & Davigedit Level Editor updates [Prototype Update 0.0.22P]

Hey Davifolks,

This small update adds a handful of tweaks, quality of life improvements, and map-making features.

This includes:

  • Improvements to the rocket ride, including improved transitions and mouse/keyboard controls.
  • Some art updates, including shading for the trees and giant shields which reflect the entire world.
  • And more, see the changelog below.

Davigedit

For the mapmakers out there, the Davigedit Unity tool...

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No death when falling (and other gameplay improvements), emotes, impact effects [Prototype Update 0.0.21P]

Hey Davigo Friends,

We did some play-testing last week in the Discord (thanks all who joined!). It was very informative and shone some light onto gameplay issues we wanted to sort out.


No more falling to die

That's right, the warrior no longer dies when they get thrown off the level. đź‘€ 

Instead, the warrior will take damage and return to the spawn point when they hit the killzone. Their health will be reduced by a set amount (current...

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New art for shields, map and balance revisions [Prototype Update 0.0.20P]

Hey pattytrons!

Smaller update this week. We've replaced the placeholder art for the reflective Giant's hand shields with mesh that fits the hand more snuggly. The Warrior's shield also has some new art, and plays a satisfying diiiiing sound effect when it is struck. As well, we've done some balance updates and quality of life improvements.

Till next update,

- Davidevs

Prototype Update 0.0.20P

  • Revised the design of Map_Greyblock. View Post

Devlog 04: Giant Health Visualization

A common design challenge for VR games is how to best display the player's health. This challenge is doubly true in Davigo, as the Giant's health must be clearly conveyed to both the VR and the PC players.

Early designs for the VR player's health involved a health bar placed at the top of their, perpetually attached to the headset.

Health bars are excellent in that they are a tried and true design solution that takes minimal effort to get implemented—perfect for validat...

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New map, accurate giant health, dodge roll, and more [Prototype Update 0.0.19P]

Hi patrons! 

It's been a few weeks since our last prototype update, so this one is packed! Let us know what you think of these updates. We love hearing from you all!


New  Map

We're working to bring together our prototype maps into a single level. The goals with this new map are:

  • Make sure the giant can always attack the warrior (no warrior camping)
  • Add some verticality like in Acrophobia and some covered areas like i...

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Giant Health Visualization (Prototype Update 0.0.18P)

Hey folks! Another small update to the prototypes incoming.

We're working on ways to visualize the giant's health with something other than a health bar. One of our goals with Davigo is to keep much of the UI physical. You can see this with the warrior's armor, which effectively represents the warrior's health.

For the VR player, we're experimenting with representing the giant's health with damage on the giant's head. The warrior's attacks will damage the giant's ...

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Camera dithering, Giant health visualization (Prototype Update 0.0.17P)

Heya! Small update this week.


Camera Dithering

When a structure is between the Warrior and the camera, it will be rendered partially transparent (this kind of "noisy" transparency is called dithering). This ensures the PC player doesn't lose sight of the action when running through tight spaces or in front of large objects. (So far this effect has only been applied to Overture Overpass and Acrophobia).

2021-01-01 20:22:07 +0000 UTC View Post

Giant hand shields, "Horizon" level [Christmas Update 0.0.16P]

Hey! A few new things before we all take a few days off to relax during the holidays.


Giant Hand Shields

The Giant often gets bombarded by the Warrior (especially in our current version of multi-warrior battles). We working on health and defense for the giant now. Here the giant can create a shield on the back of their hand when they make a fist. The shield will block all incoming projectiles.

In it's current form, it's indestructible. We're also ...

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Ragdoll Impact Damage, Warrior Shield, Giant Lightning Powerup (Prototype Update 0.0.15P)

Hello Davigo fans,

We're currently working on adding more depth the the game, giving each player-type some different attacks and ways to defend themselves. We want to add more strategy to the matches so there is more variety to the gameplay.


Warrior ragdoll takes impact damage

Throwing the warrior as hard as you can into a wall should deal some serious damage. Now it does, and it's pretty satisfying.

2020-12-15 22:28:06 +0000 UTC View Post

Auto camera, VR pause menu, Powerup Playground and Hammer experiment (Prototype Update 0.0.14P)

Hello friends,

Today's update features some ease-of-access upgrades and some new experiments. Happy December!


Warrior auto camera

We're working to make the controls of the warrior more accessible to players that aren't as familiar with dual-analog gamepad controls. The PC player can now choose to automate camera movement and targeting.

The new camera feature automatically keeps the giant in the PC player's view at all times by rotating with ...

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Local Multiplayer Lobby, Post Match Menu, UX improvements (Prototype Update 0.0.13P)

Yo!

We have some quality of life features in this prototype update.


Local Multiplayer Lobby

We've upgraded the Local Battle menu to make it easier to set up your input device via a button press on the gamepad or keyboard. This makes it easier to ensure that everyone who is playing has their input set up correctly before the match starts.


...

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Rocket riding, VR menu, etc: Prototype Update (0.0.12P)

Hey!

Back at it again with those prototype updates. Here's what's new:


Warriors can fly on rockets

Yes. Rocket boosting is something we want to refine, and this is our experimental solution.

Rocket boosting has a few issues. One is that the boost usually leads to too much uncontrolled airtime (about 4 seconds total, two seconds up and two seconds to fall back to the map). So, in this crazy prototype, the warrior can grab onto the rocket and ...

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Limiting Fissure Spamming. Cosmos Support. Bug Fixes. (Prototype Update 0.0.11P)

Hey!

Small update for y'all this week, just a few things we needed to get in.

We've known for a while that it's way, way too easy for the giant to spam the fissure, which can be frustrating for the warrior. Here we have a very rough experiment where when the giant creates a fissure, their hand is temporarily damaged, reducing the effectiveness of subsequent fissures. The hand returns to normal after a short cooldown.

We also have a few important bug fixes. The bomb doesn't a...

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Warrior armor and small playspace levels in latest prototype update! (0.0.10P)


What's up!

Latest update is out on Steam today. We've got some new game design mechanics for you to try out.


Warrior Armor as Health Indicator

The warrior's health system is now visualized with armor.

As the warrior gets hit, pieces of the armor will drop off, reflecting their health. When the warrior has no armor left on their body, they will be killed on the next hit. 


2020-10-26 21:21:38 +0000 UTC View Post

Prototype Update 0.0.9P

Prototype time!

The main addition of this update is a health system for the warrior. When the warrior is struck, their health is reduced based on the force of the impact. Greater forces deal more damage. This is probably the biggest change we've made to the core gameplay since the alpha release. Now, the warrior can die either by falling off the stage or by their health depleting. The goal here is to reward the giant for each impact they deal to the warrior.

Healt...

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Devlog: Grabbable Cannons

We know some of you complain about cannons when playing as the giant. Well, in this prototype, you can rip them out of the ground and chuck them at the warrior!

You're welcome.

This week we experimented with grabbable cannons.

The idea came out of a previous prototype that allows the warrior to pickup, carry and place cannons. With the warrior able to position cannons so close the...

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Prototype Update 0.0.8P

Hey all! This update includes Rocket Types, an early experiment in expanding the warrior's gameplay, and additions to Davigedit, making it easy to improve the lighting and add custom rigidbodies in user-generated maps. We had a blast playing your maps in our last Twitch stream, and we're excited to see what you create next!

Changelog: 

  • Added Rocket T...

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Devlog: Rocket Types

Heyo!

We've started posting weekly updates on Patreon to showcase gameplay experiments and briefly discuss our development process.

Last week we showed off Spreading Fire, a system that allows fire particles to ignite flammable objects on contact - a step towards making fire a more consequential gameplay mechanic.

This week we've been exploring rocket types!

...

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Devlog: Spreading Fire

Heyo!

This is the first in a series of weekly posts where we show you behind-the-scenes experiments and talk a little about our process. 

This week we've been playing with fire.

If you've played the prototype maps, you've probably used the flamethrowers to spew fire upwards at the giant. Fire can ignite and immobilize the giant's hands, and obscure the player's vision when th...

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Developer Battle: Custom Maps - streaming Sept. 14th, 5pm PST

We'll be playing some custom maps from our Discord community on http://twitch.tv/playdavigo, Monday the 14th, 5pm PST!  

Post your map on our Discord before the stream and we'll try to play them all. 

You can learn more about how to create and share custom maps on our Discord: https://discord.com/channels/602960684870926386/7399927031099...

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Prototype Update 0.0.7Pb

Updates include:

  • Warrior physics are now more consistent. All forces (from rock impacts or explosions) have had their values tweaked.
  • Improved some visual effects.
  • Fixed bug where warrior would be pushed much harder by rock impacts as was intended.
  • Fixed bug where shooting rockets are certain angles would cause them to hit yourself.

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Prototype Update 0.0.7P (Bug fixes, art)

Hey all! Quick update this week as we continue to work on some new game mechanics. This update fixes a few glitches in the last build and adds a few new visual effects.

 Updates include: 

  • Improved graphics for damaged rocks
  • Added new visual effect for rocket trails
  • Added new visual effect for bomb fuse
  • Improved visual effect for the burning trees
  • Warrior will now trigger cannon buttons when in ragdoll
  • Fixed issu...

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Custom map editor, new map and more—now available in Prototype Update 0.0.6P!

Next prototype update is out! This is for Earthbreakers and up: 

Prototype features include:

Custom map creator goal now at 250 patrons

Hi!

We've updated our Patreon goal for the custom mapmaker.

Once we reach 250 patrons, we'll release a first draft for the community to use! 

Since this is a community tool, we figured it'd be best to focus on growing the community so we can get it into the hands of more people, hence the switch to a patrons goal. Hopefully this will get us there faster. We want to see what the community can build, although there is still work for us to do to get it rea...

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Davigo tournament sign-up; Twitch stream tonight!

Hey folks!

We've been experimenting with hosting a tournament for patrons, streamed weekly on Twitch. 

It's been going very well thanks to the efforts of our awesome mod team and volunteer hosts over on the Davigo Discord! Here's last week's Twitch stream

The next stream is TONIGHT at 7:30 p...

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Prototype update 0.0.5P now available!

Hey Earthbreakers and up, we've updated the prototype builds. The update is available on Steam right now.

Updates include:

  • New map: Showdown!
  • In Showdown, warriors can pick up, carry and place cannons by pressing X (Gamepad) or E (Keyboard).
  • When the warrior is ragdoll'd while aiming a rocket, the rocket is dropped onto the map and can be picked up again....

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The Davigods

Our explorer sees a towering statue dedicated to three Davigods: Bahl on the left, Seivelun on the right, and in the center is the Davigiga Machina.

Huge thanks to our Davigod patrons (and all other patrons!) for supporting us. Helps motivate our development and inspire the direction of the game and the world.

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Development Livestream Schedule

Greetings Riftmakers and Davigods!

The first official Development Livestream will be on Tuesday, June 23rd, from 1:30 - 3:00pm PT. 

I'll be building a new map, testing some new game mechanics, and answering your questions on Discord. 

To join the livestream, just connect to the Patreon Dev Stream voice channel, where I'll be sharing my screen. If you have any questions during the st...

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