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{{Infobox Vita Homebrews
{{Infobox Vita Homebrews
|title=VitaHot
|title=VitaHot
|image=vitahot.png
|image=vitahot2.png
|description=Clone of SUPERHOT for PS Vita.
|description=Clone of SUPERHOT for PS Vita.
|author=MRKane, digradi
|author=MRKane, digradi
|lastupdated=2023/08/31
|lastupdated=2024/03/26
|type=Shooter
|type=Shooter
|version=demo
|version=1.07
|license=Mixed
|license=Mixed
|download=https://dlhb.gamebrew.org/vitahomebrews/vitahot.7z
|download=https://dlhb.gamebrew.org/vitahomebrews/vitahot.7z
Line 19: Line 19:
|image_alt=VitaHot
|image_alt=VitaHot
}}
}}
VitaHot is a Vita exclusive re-imagining of the original SuperHOT game where time moves only as you move - squeezed down onto the Vita with physics enabled and a constant silky smooth framerate.
The full and polished build for VitaHOT, a Vita exclusive fan clone of the original SuperHOT game where time moves only as you move - squeezed down onto the Vita with physics enabled and a constant silky smooth framerate.
 
The homebrew was participated in the FuHEN Homebrew Contest (Game, Best in judges & public joint vote 2nd place).
 
==Features==
* 20+ varied levels inspired by some of the best action movies over the last 50 years.
* Unlockable game-breaking mods.
* Seven different gamemodes to shake up the action.
 
==Installation==
Install the VPK on your homebrew enabled PS Vita or PS TV.
 
==Controls==
Left Analog - Move
 
Right Analog- Look
 
Square - Reset gyro
 
Circle - Quick turn, Go back/Cancel
 
Cross - Jump, Select
 
L - Throw


The demo version was released at FuHEN Homebrew Contest, it features six different game modes, three different weapons (or four if you include your bare hands), three levels, progress saving, and configuration options.
R - Shoot


==Screenshots==
==Screenshots==
https://dlhb.gamebrew.org/vitahomebrews/vitahot-01.png
https://dlhb.gamebrew.org/vitahomebrews/vitahot3.png
 
https://dlhb.gamebrew.org/vitahomebrews/vitahot4.png
 
https://dlhb.gamebrew.org/vitahomebrews/vitahot5.png


https://dlhb.gamebrew.org/vitahomebrews/vitahot-02.png
https://dlhb.gamebrew.org/vitahomebrews/vitahot6.png


https://dlhb.gamebrew.org/vitahomebrews/vitahot-03.png
https://dlhb.gamebrew.org/vitahomebrews/vitahot7.png


==Media==
==Media==
'''VitaHotTrailer ([https://www.youtube.com/watch?v=Dwj_GMuxLsc VitaHot])'''<br>
'''VitaHotTrailer ([https://www.youtube.com/watch?v=Dwj_GMuxLsc VitaHot])'''<br>
<youtube>Dwj_GMuxLsc</youtube>
<youtube width="640">Dwj_GMuxLsc</youtube>
 
==Changelog==
'''v1.07 2024/03/26'''
* Six new levels inspired by the likes of Unreal Tournament and Quake II, complete with arena hazards and quirks – meaning there’s almost a third more “game”!
* A new weapon, the “BuzzRail”, a railgun that fires bouncing sawblades, inspired but Unreal Tournament and Chasm the Rift.
* Mod unlocks for the BuzzRail to ensure maximum chaos if you want it!
* AI “personalities” are now fully implemented and working correctly, meaning that AI may behave with aggression, or be more cautious keeping it’s distance and duck behind cover, or maybe it’ll be erratic or simply just lazy and plug away at you like a noob!
* Extra mods allowing the user to set AI personalities.
* Suggestions from Hypatia to have an animated and reactive reticule which more vividly indicates the weapon state, be it reloading, empty, as well as an unarmed cursor that shows if an item is within grabbing range.
* Quick-turn function that’s now mapped to Circle.
* Fixed a bug preventing users from unlocking all mods.
 
'''vFull 2023/12/11'''
* Fixed issues with Stats fields not displaying correctly.
* Tightened up Gyro function and added reset button.
* Control improvements for pickup/throw/look/fire.
* More explanations and helpers on UI and substantial UI improvements and fixes, especially in gameplay UI.
* Substantial level tweaks and fixes for gameplay.
* Refined weapon handling to make things more balanced and especially less punishing for the player.
* Refined most of the game modes to make them more balanced as some were either boring cakewalks or punishing experiences.
* Fixed a stack of physics related hit issues (and opted to simply live with a couple because: Unity).
* Performance focused tweaks and improvements, including clutter cleanup in levels and texture optimisations.
* Added in extended behaviours to the AI to replicate bullet*hell gameplay which should always offer the player an escape if they’re attentive enough.
* Added in extra sound effects to finish out the game and provide better feedback to the player.
* Fixed a significant number of “grab” bugs, including enemies “summoning” weapons that have fallen through the level.
* Added stagger states for enemies to make unarmed combat more tactical and interesting.
* Sword can now slice bullets more reliably.
 
'''vRC2 2023/09/22'''
* New levels: Metro, Mansion, Museum, Roman Gardens (Piaza) as a bonus level.
* Managed to squeeze the Katana in, you can find it around levels, and it can chop bullets in half if you're good enough.
* New Unlockable weapon: The Uzi, with John Woo levels of ammo and fun.
* Fixed the audio system so it now responds to volume settings, as well as time control ramping.
* Added in new music to try and add more variance.
* Added in gyro controls that offer a stack of settings to get them just right for you.
* Adjusted the level skill settings so that lower levels require a lower number of kills.
* Spent a lot of time working on the Enemy AI to make it more fun to play against, respect the skill settings more, and also fixed a lot of the glitches that the AI use to use to kill the player. AI will also assume sniping positions to get clearfire positions on the player, as well as search for tactically positions within the map.
* Mopped up bugs with cursor sometimes getting lost in menus.
* Fixed bugs with the M16 and added it as Tony Montana's signature weapon for the Mansion level, and fixed the geometry hole in the pistol model.
* Added more glassbreak sounds for variance and normalized a lot of the sound effects.
* Added “Next” button to automatically progress to the next level after completing one.
* Tweaked a lot of the timer/killcount settings based off of feedback from friends playing the game.
* Re-lit the carpark. Mansion, and Piaza maps to mop up graphical glitches.
* Finally got in the glassbreak menu ideas that we've had from the start and it's awesome.


==Changelog==
'''v2.1 2023/09/16'''
'''v2.1 2023/09/16'''
* Added new game modes, new maps, features, and bugfixes - see the attached release notes for details.
* New Game Mode: Boss – where you have to fight normal enemies as well as "Boss" enemies that take multiple hits to kill. On top of that we're naming them after people who have donated $5usd or more towards the development of VitaHot so if you'd like your name as part of the game forever make sure you add details when posting a donation. Include also if you'd like your boss to be hardier, faster, or shoot more. Please note that names containing profanity will not be tolerated.
* Optimised Enemy model to address performance bottleneck. We can now support up to 12 enemies at once before performance drops below 30fps on the test map.
* Enemy AI has been expanded to include using melee weapons, punching, picking up weapons when unarmed, firing up on intelligent angles, and bracketing the player.
* Added a “Mod” menu to select modifications to apply to standard gameplay – presently these include unlockable weapon and armor mods, a special unlockable weapon the Golden Gun, with plans for much more including cheats, features, and some game- breaking gag functions. Plus the mod menu has it’s own saving stats that won’t affect your already existing scores.
* Player can use melee weapons (only a bat at present) which has 3 good strikes before breaking and then being useable as a thrown weapon.
* Fixed bug where player couldn’t shoot down.
* Added player jumping – it won’t help you much, but it’s there and could be handy for traversal in maps with a smarter design.
* Added in score tracking. This will be essential for the upcoming unlockables we plan to add to the game, as well as bragging rights with your friends. Because most of the score system has only been added now the reporting is a little bit incomplete if you've got prior games.
* Six new maps. Loading Bay, Office, Appartments, Evil Labs, Lobby, and Prison.These are more complex levels but still manage to run around th 30fps mark when menus aren't active.
* Bugfixes: AI handles the Assault Rifle much better now, shotgun doesn’t score kills for every pallet that hits a dead enemy, have mopped up as much of the menu weirdness as I could but some still persists, fixed the hit recognition system so now every bullet will make a satisfying contact, enemies shouldn’t huff anymore, enemies can now aim much better and are significantly more challenging, win screen has been overhauled to display stats correctly, and also respect mod games.


'''v1.0 2023/08/30'''
'''v1.0 2023/08/30'''
Line 45: Line 124:
* VitaDB - https://vitadb.rinnegatamante.it/#/info/1122
* VitaDB - https://vitadb.rinnegatamante.it/#/info/1122
* Discord - https://discord.gg/SmYAUtke
* Discord - https://discord.gg/SmYAUtke
[[Category:FuHEN Homebrew Contest]]

Latest revision as of 04:50, 2 July 2024

VitaHot
Vitahot2.png
General
AuthorMRKane, digradi
TypeShooter
Version1.07
LicenseMixed
Last Updated2024/03/26
Links
Download
Website
Support Author

The full and polished build for VitaHOT, a Vita exclusive fan clone of the original SuperHOT game where time moves only as you move - squeezed down onto the Vita with physics enabled and a constant silky smooth framerate.

The homebrew was participated in the FuHEN Homebrew Contest (Game, Best in judges & public joint vote 2nd place).

Features

  • 20+ varied levels inspired by some of the best action movies over the last 50 years.
  • Unlockable game-breaking mods.
  • Seven different gamemodes to shake up the action.

Installation

Install the VPK on your homebrew enabled PS Vita or PS TV.

Controls

Left Analog - Move

Right Analog- Look

Square - Reset gyro

Circle - Quick turn, Go back/Cancel

Cross - Jump, Select

L - Throw

R - Shoot

Screenshots

vitahot3.png

vitahot4.png

vitahot5.png

vitahot6.png

vitahot7.png

Media

VitaHotTrailer (VitaHot)

Changelog

v1.07 2024/03/26

  • Six new levels inspired by the likes of Unreal Tournament and Quake II, complete with arena hazards and quirks – meaning there’s almost a third more “game”!
  • A new weapon, the “BuzzRail”, a railgun that fires bouncing sawblades, inspired but Unreal Tournament and Chasm the Rift.
  • Mod unlocks for the BuzzRail to ensure maximum chaos if you want it!
  • AI “personalities” are now fully implemented and working correctly, meaning that AI may behave with aggression, or be more cautious keeping it’s distance and duck behind cover, or maybe it’ll be erratic or simply just lazy and plug away at you like a noob!
  • Extra mods allowing the user to set AI personalities.
  • Suggestions from Hypatia to have an animated and reactive reticule which more vividly indicates the weapon state, be it reloading, empty, as well as an unarmed cursor that shows if an item is within grabbing range.
  • Quick-turn function that’s now mapped to Circle.
  • Fixed a bug preventing users from unlocking all mods.

vFull 2023/12/11

  • Fixed issues with Stats fields not displaying correctly.
  • Tightened up Gyro function and added reset button.
  • Control improvements for pickup/throw/look/fire.
  • More explanations and helpers on UI and substantial UI improvements and fixes, especially in gameplay UI.
  • Substantial level tweaks and fixes for gameplay.
  • Refined weapon handling to make things more balanced and especially less punishing for the player.
  • Refined most of the game modes to make them more balanced as some were either boring cakewalks or punishing experiences.
  • Fixed a stack of physics related hit issues (and opted to simply live with a couple because: Unity).
  • Performance focused tweaks and improvements, including clutter cleanup in levels and texture optimisations.
  • Added in extended behaviours to the AI to replicate bullet*hell gameplay which should always offer the player an escape if they’re attentive enough.
  • Added in extra sound effects to finish out the game and provide better feedback to the player.
  • Fixed a significant number of “grab” bugs, including enemies “summoning” weapons that have fallen through the level.
  • Added stagger states for enemies to make unarmed combat more tactical and interesting.
  • Sword can now slice bullets more reliably.

vRC2 2023/09/22

  • New levels: Metro, Mansion, Museum, Roman Gardens (Piaza) as a bonus level.
  • Managed to squeeze the Katana in, you can find it around levels, and it can chop bullets in half if you're good enough.
  • New Unlockable weapon: The Uzi, with John Woo levels of ammo and fun.
  • Fixed the audio system so it now responds to volume settings, as well as time control ramping.
  • Added in new music to try and add more variance.
  • Added in gyro controls that offer a stack of settings to get them just right for you.
  • Adjusted the level skill settings so that lower levels require a lower number of kills.
  • Spent a lot of time working on the Enemy AI to make it more fun to play against, respect the skill settings more, and also fixed a lot of the glitches that the AI use to use to kill the player. AI will also assume sniping positions to get clearfire positions on the player, as well as search for tactically positions within the map.
  • Mopped up bugs with cursor sometimes getting lost in menus.
  • Fixed bugs with the M16 and added it as Tony Montana's signature weapon for the Mansion level, and fixed the geometry hole in the pistol model.
  • Added more glassbreak sounds for variance and normalized a lot of the sound effects.
  • Added “Next” button to automatically progress to the next level after completing one.
  • Tweaked a lot of the timer/killcount settings based off of feedback from friends playing the game.
  • Re-lit the carpark. Mansion, and Piaza maps to mop up graphical glitches.
  • Finally got in the glassbreak menu ideas that we've had from the start and it's awesome.

v2.1 2023/09/16

  • New Game Mode: Boss – where you have to fight normal enemies as well as "Boss" enemies that take multiple hits to kill. On top of that we're naming them after people who have donated $5usd or more towards the development of VitaHot so if you'd like your name as part of the game forever make sure you add details when posting a donation. Include also if you'd like your boss to be hardier, faster, or shoot more. Please note that names containing profanity will not be tolerated.
  • Optimised Enemy model to address performance bottleneck. We can now support up to 12 enemies at once before performance drops below 30fps on the test map.
  • Enemy AI has been expanded to include using melee weapons, punching, picking up weapons when unarmed, firing up on intelligent angles, and bracketing the player.
  • Added a “Mod” menu to select modifications to apply to standard gameplay – presently these include unlockable weapon and armor mods, a special unlockable weapon the Golden Gun, with plans for much more including cheats, features, and some game- breaking gag functions. Plus the mod menu has it’s own saving stats that won’t affect your already existing scores.
  • Player can use melee weapons (only a bat at present) which has 3 good strikes before breaking and then being useable as a thrown weapon.
  • Fixed bug where player couldn’t shoot down.
  • Added player jumping – it won’t help you much, but it’s there and could be handy for traversal in maps with a smarter design.
  • Added in score tracking. This will be essential for the upcoming unlockables we plan to add to the game, as well as bragging rights with your friends. Because most of the score system has only been added now the reporting is a little bit incomplete if you've got prior games.
  • Six new maps. Loading Bay, Office, Appartments, Evil Labs, Lobby, and Prison.These are more complex levels but still manage to run around th 30fps mark when menus aren't active.
  • Bugfixes: AI handles the Assault Rifle much better now, shotgun doesn’t score kills for every pallet that hits a dead enemy, have mopped up as much of the menu weirdness as I could but some still persists, fixed the hit recognition system so now every bullet will make a satisfying contact, enemies shouldn’t huff anymore, enemies can now aim much better and are significantly more challenging, win screen has been overhauled to display stats correctly, and also respect mod games.

v1.0 2023/08/30

  • initial release.

External links

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