I hope that in 2025 the physics lock button on the ammo panel, spectator panel, and other handheld menus can have distinct icons for when they're locked and unlocked. :)
@@AntonHand hey anton idk if this is a bug or if something on my end from using mods but the CZ52 in h3 shoots 9mm for some reason, I'm not sure of thats intentional but I thought I'd let you know. Anyway love your work. Best vr game.
For a blackout T&H maybe a city scene at night? Sosigs waiting around corners and the main areas being dotted with street lights seem like it could possibly work. Food for thought anyways.
Pun intended? :P But in all seriousness, I think a new T&H character to complement such a scene would be sweet: Noir Nancy! Armed with a snub-nosed revolver and taking on NYC Mafia-themed Sosigs with cheesy accents and one-liners. "You'll be swimmin' with da fishes!" " _I'll_ make ya an offer ya can't refuse!" "(cough cough) Ooh, da boss ain't gonna like this..."
even though it's not as exciting as new gun or new mode I'm glad you're replacing the tape and dental floss keeping the game together, is good housekeeping
Glad you're doing okay Anton. Also, I just now had the revolutionary idea of a bunch of glocks ziptied together and connected with a crank called the "Glatling Glun"
I know Contract Griller is very much a prototype, but honestly, I'd absolutely love to see it finish at some point. It genuinely looks like a lot of fun! Hell, if anything, you could take pages from other games to help manage the difficulty curve!
Agreed, I hope at the very least we get a half finished proof of concept in the game, I'm sure someone would build on the grounds if there's something to work off of
There is a mod that has the same sort of idea. I believe it's called Safehouse. I haven't tried it in a while, so apologies if it's not up to date. But it basically uses TnH and made it into an extraction shooter. I know there's no contract to go after, but it could satisfy you for now at least.
The whole Contractor Griller thing reminds me of times, when you'd tell your friends about a plan, and then explicitly say "might take years/might never happen", but they still keep reminding you about it every week or two by asking "how's the progress?". Thank you for the awesome game! Single-handedly sold VR to me. Double thank you for taking optimization seriously. I know it's a VR game, good performance matters a lot, but still thank you.
Not in the discord but wanted to say Last year has been one of - if not the - best the game's seen. Bullshoot was just a blast. it was like pure unfettered rapid-fire Anton antics for over an hour. And I don't have the words to describe how excited i was (and still am) about how amazingly y'all implemented Night Vision, IR, and Thermal stuff. There have been more than a few times where I've hopped into a scene just to look around at nothing in particular while wearing a PVS14 mono. The tracers update still pleases my monkey brain pretending I'm firing star wars blasters. And we've seeming witnessed the beginning of the aglockalypse (more cursed glocks pls) Anyway this was rambly. Excited for whatever you throw our way this year!
The game Starsector ran across a similar design issue to the one you are describing for Contract Griller. In Starsector, you command a fleet of ships, and one of the primary ways you can get more ships (and credits to buy them) is by completing bounties on pirate fleets. Because the player can lose most or all of their fleet at any point (and some of it can just be in storage), the game needs to provide different difficulty levels of bounties for you to complete. It seems to have a handful at any given time that are at or near the maximum difficulty (which increases based on the number of bounties you've done), some near the lowest difficulty in case you are starting over, and a few in the middle. It also offers other forms of advancement other than just getting more ships. Colonizing planets lets you build your own ships with blueprints you find on your adventures. Having some ability to build up your base (or supplier contacts) in Contract Griller could provide a "floor" for what the player has access to. I could see this going in absurdist directions like a rooftop garden where you plant bullets to grow guns which take several missions to mature Starsector also has different mission types, if you really take a big loss, you can put most of your fleet in storage, and do a relatively safe, but less lucrative exploration mission to help build back up
Thanks for such a wonderful game, and being one of my favorite game developers. H3VR is the perfect amount of silly, badass, and just chilling in the room killing time.
I don't know if it would be possible, but having a facility of some kind semi functioning might be an interesting way of implementing the blackout map. What's in my head is the base has "limited power" right now, so hold points are all powered, while hallways and whatnot are sparsely lit, maybe there are some flickering lights. Being dynamically able to change the lighting level would be interesting. I.E. there's a power lever in hold points that act as a temporary "flash bang" of sorts, as lights are out in the hold room but can only be used per hold. Then in the lit hallways you could have a more permanent option by shooting the light fixtures to go dark. Early on you might be armed with just a flashlight, so make keeping the lights around might help, but as soon as you manage to get some goggles you become the shadow the weiner's fear. Start sending out the odd enemy with passive night vision. I know that's a crap load of work and probably not possible, but one can dream. Thank You Anton and the team for making such a slick game.
So does that last bit mean there's still a Jerry the Lemon dating sim possible? For real though, glad you're on the mend Anton, looking forward to what you guys have in store for the year, hope all stays well for you out west, (love the hoodie btw).
Jerry does not need DATES. Jerry is already perfect as it isssARRGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
Just started in VR and this was the first game ; Absolutly love it, Its great fun and has been a blast to start playing. Wish you all the best going foward
How expensive would only giving the "Squad leader" of a pack of sosigs flash lights? That way taking out a single sosig could render the squad panicked and they will just fire back at where they "think" the shot came from. Then after progressing through more waves, more of the squad would equip NVG. Which eventually will lead to the player going from being the predator of the level to basically the prey.
@AntonHand wow, I never knew so many people were running such low specs. I assumed added 1 per squad would be no worse than me carrying a comically large amount of flash lights around. Would something like flares be viable? If not, then the idea of dark and light areas is really the only viable way forwards kinda like the old splinter cell games. Are breakable light sources possible? The shooting out lights in an area does seem like it could be a fun way to approach areas
@@AntonHand Maybe you could do something similar, with the "squad lead" wearing a nvg, if there's a system for the ai to tell the others what to do you could have the lead tell them to fire in that direction. They'd be inaccurate but why wouldn't they, they're firing into the dark after all.
14:30 Destroyable lights? I don't know how feasible it would be, but giving the player the ability to disable the lights in an area to make Sosigs blind sounds like a lot of fun
Glad to hear that you're doing some housecleaning and fixing up stuff on the backend. Filling in all the cracks and holes in the walls as you put it. Really happy to hear that you might be remaking the tutorials and the introductory parts of the game, H3VR is a game I love to show to friends and people who have never tried VR before but I've always felt that it's a bit messy and complicated to explain and introduce to them. A better tutorial and a better/cleaner way to choose "level" would help a lot I think
Hey Anton! About that dark Take and Hold : it could be in a dark forest with a lighthouse in the middle. This way, even without NVGs, you could spot things and ennemies could spot you when the light shines on. Also since it would be a forest level, there could be a new type of sossig that behaves like feral wolves : melee only, no NVGs but really sensible to noise, encouraging the use of suppressors. The hold "rooms" could be POIs such as : A derelict wooden cabin Some tents Mysterious rock The Hole™ Hope this could inspire you !
just glad you are still here for us the thing that makes me keep playing h3 is how close to you and the community I feel its a thing i have not found in any game, like a big family a glock obsessed one
h3vr has genuinely inspired me to think about getting into game development. its so awesome to see how this passion project has turned into the best gun sandbox on the market.
It's a shame about Contract Griller, but it is what it is! I'm sure you will still bring plenty of great content and tweaks to the game that will bring joy to all of us 😁 great to see you're almost back to full strength mate 💪 I hope you have a great and healthy new year! Ps: if you can find the time to add the Automag III at some point I will forever be grateful to you mlawd Anton 🙏😂
The two biggest things about Contract Griller I like the sound of, and hope can come in into the game (whether through Contract Griller or something else), is the shop/money system, and the progression that it enables. It also works really nicely with limited ammo, which is something i really like but I don't really feel like there's any game mode where it truly fits right now. Having that extrinsic motivation is really helpful for me to enjoy games (in fact I'm pretty bad at enjoying sandbox games usually, but H3VR is so good I force myself to anyway cause there's no other game with such good guns), and would make H3VR even more my favorite VR game than it already is.
Anton most game dev's would have stopped trying years ago, that is why your so awesome. For example I play a game called Disc Golf Valley, the mobile game is updated often enough but the VR game is dead in the water.
For the blackout T&H, It might be possible to make it so the area has normal lights, but some of the lights turn on and off. Light maybe some lights switch after every hold, some lights have switches that the player (or possibly enemies) can toggle, Some slowly strobing lights so the player can quickly cross areas unseen, or even take some notes from Perfect Dark for example and be able to shoot the lights. You could have the lights be on (Can see normally, but also blinds NV enemies), off (Completely blind with NV enemies seeing normally), and flickering (both types have limited vision)
Glad to see you're doing better, and I can't wait to see what this year will bring. And I know it'll be great, what with you being you and all :) Also I'm sorry I was the guy who asked "whats going on with contract griller" in the comments here once :/
When talking about your development process, I was struck by how much it reminded me of the first time I read The Disaster Artist. I'm not a big movie guy, I don't really know a whole lot about they're made, but the book's subject matter lays out, through depiction of repeated failure, how a movie is made and how it shouldn't be made. Seeing that process explained was great for me, since it opened up the nuts and bolts of a craft to me. Where a film class or film textbook might focus on the artistic aspect, I'm more interested in the mechanical aspect. I'd love to see you talk a little bit about concepts and ideas that were retooled or even abandoned entirely without us seeing anything of them.
no matter what game comes out, or i get into, i just cannot stop coming back to this game (somewhat because of pencils transmitting sosigs into other dimensional planes, endless fun), im excited to see every update we get this year!!!
There is a mini market at night TnH mod that was interesting with areas that are partially lit like you were deciding. I look forward to whatever you come up with or decide. Excited for this year regardless of what comes, its always a pleasure playing H3 and we truly don't deserve the work Rust puts in. Much love friend! ✌
Super happy you're feeling better. Stay safe, and good luck with everything, H3 and otherwise. Also RIP hotdog dating sim, I cant wait for Glock Glating Glim.
Hope you stay safe Anton also I'm not even a fan of football but seeing the Western New York representation with the buffalo bills got my friends and I excited
For the dark take and hold you could do a open space so it mixes more illuminated and dark spots, could focus more on stealth so have cheaper prices for silencers and what not, and then if you get caught the sosigs launch one of those military flares in the air and illuminate the entire era with what could be just baked light, plays tripple duty as not only a stealth scene of which there arent any as far as i know, and one for night vision, AND another open environment which is personally my favorite maps
Or, since the game already has those little digital drones, you could have every sosig squad having one of those drones that are the ones carying the flashlight for the entire squad, could even have some gameplay related to shoting the drone so that you can hit the other sosigs, and those flashlight drones get progressively harder to hit, etc
I do hope you keep working on contract griller, but I am glad you are prioritizing bug fixes Much love, please please return working on Contract Griller ❤
A few ideas I have about the blackout take and hold level. - adding a handheld range finder like thing that sosigs can hold in one hand and then give them some pistol as a main weapon that way they can have the narrow FOV and not need lights. Possibly adding like a small reflective glint so player in the dark can better see if they are being seen. - sosigs with thermal sights on their guns so it functions somewhat like the idea above.
The feature I'd like for the spectator pannels is making the player model see through. I don't know if it's possible but for the night maps I'd be curious if some form of low performance cost sosilights could work, like the sosiguns, sosinades and sosimelees, it would look like a simple plastic toy flashlight, and when they use it, instead of emiting an actual light source, it emits a yellow see through cone, if the cone hits something, for long enough, it is now visible to all sosigs as if that wasn't in the dark, like if for them it was fading in, and when it leaves the cone, for them it immediatly starts fading out again.
I'm a short guy, when I have the player model turned on in first person, a lot of the time my Scout sosig slouches down and the brim of his cap completely blocks out the spectator view.
4:38 I don't know if this is what you're talking about, but ammo boxes don't save correctly, and turn into an empty 9mm box. Happened to me on experimental build btw.
woah i just realized youre the one who replied to me in discord when i had a question, i had no idea i was talking to the head honcho. love the game and looking forward to the future!
For the nighttime TnH map, i'm wondering if it would be interesting to have lights strategically positioned in a way as to make the player choose between either having good cover, with sosigs being able to see you. Or to hide in the shadows but be very open and vunerable in the instance you get seen.
For the Night Vision take and hold, you mentioned a mix of light and dark environments, maybe like an outdoor rural town at night? There'd be semi-sparse street lights and the enterable buildings would be lit up (possibly have dark rooms because the town would be all run down), and you'd have to sneak around the town, maybe even some well lit areas that would risk you having to choose between risking being spotted and having reinforcements come or taking a longer route around or avoiding precious loot. I know you mentioned that spotlights were expensive, but how about flares? Maybe the sosigs could hurl flares when they get suspicious, or have a sosig that manages a mortar that launches a single bright flare into the sky that illuminates the whole area, and you've have to find and take him out first.
Great Roadmap Anton and I'm so glad you and the team have more irons in the fire since it's often confused me exactly how H3 has managed to keep you all afloat for as long as it has. With regards to the dark Take and Hold, how reactive are the Sosigs to muzzle flash? could that be a way for them to identify the player for a moment and even maybe fire for a second at the last place they saw it so there's this shoot and move cadence to how you play and the more you shoot the more they can see you? Wow, I think rambling must be contagious 😅. Have a great 2025 Anton
Cool idea for a blackout map is have 2 types of sosigs 1 type no nvgs and 1 with nvgs and have like a old industrial building have failing power so the power goes out randomly every few minutes always keeping the player on their toes with how they setup their kit and also would be very interesting to have a chunk of the sosigs not being able to see you for periods of time
I have faith in you that with your experience and skill you will eventually present to us a contractor or blackout game mode that we will enjoy and you are proud of, even without being rushed by impatient people.
It's great to hear return of the rotwieners is getting some attention! A few strange bugs of turrets attacking pacification squad members and other issues. Excited for ammo boxes and possibly nvg!
I love to hear that you’re working on another project. I can only buy H3 one time and I feel like you and the developers deserve more. Looking forward to the next great thing and I do sincerely hope there is some game mode that will make use of guns in boxes and ammo in boxes and Spain’s in bigger boxes…. And breakable doors and keys for doors and open world generation. Seems like a lot of time and work if you don’t make SOMETHING hahahaha.
Sosig flashlights don't necessarily need to be actual dynamic lights, it could be approximated the same way games did before dynamic lights were relatively trivial things: with things like a semi-transparent cone mesh that shades stuff in a lighter color (think PS2 era games, specifically the spotlights in Sly Cooper) Personally I think it would fit the visual language of the game: just like sosigs get simplified toy-like guns, they also get simplified lights. It would probably look a bit goofy in a completely pitch black scene, but it could work in a hybrid scene where sosigs would only need to use them while searching for the player
I feel like contract griller would work really well as a gamemode where its like an exfill shooter, where you very consciously take equipment for any particular job where if you do youve lost all of that equipment making a player really choose how much stuff they want to 'bargain' with. It would make the gamemode very dynamic and high stakes, you could give the player option on what time they enter the map to 'off' their target. So that they can invest in nightvision and other stuff, you could then also implement high stakes targets with more security. I would love to see contact griller realised into a fully immersive gamemode that uses all the systems youve worked so freaking hard for the last 10 years!!!
Suggestion for dark TnH, an urban environment, at night, with streetlights and a mix of light and dark interiors. Really hoping to see Contract Griller this year!
Firearms and explosives have been around since the 13th century, it be kind of cool to see wieners in medieval armor carrying hand-cannons, or a see a petard which is basically ye olde breaching charge. (Fun fact: the petard had the design flaw where the cauldron that held the charge would fly backwards upon detonating, giving birth to the phrase, “Hoist by his own petard” meaning to screw yourself over by an action that backfired) At the very least a good old fashioned blunderbuss would be great. Have it function like bangers do, where stuffing random junk that fits down the barrel gives the shot different attributes.
with contract griller you could have a sort of level selection, where their is 1-star 2-star and 3-star missions. 1-star obviously paying the least and the guards having pistols and possibly one or two guards with smg's. 2-star would have more guards with better guns and a little bit of armor while also paying more. Then finally 3-star where the guards are heavily armed and heavily armoured with either less of them because they are so heavily armed or more of them and paying the most. If you really want you could go up to five stars depending on how much time your willing to spend on this.
If youre retouching RotRW, id love the locomotion tools added in. So much of that game mode is spent running from point to point in a big, mostly empty feeling map.
As someone whos just now getting into game dev, I just want to say that your woes arent for nothing. Stories of inexperience and scope creep making an indie dev's life an unbearable hellscape have led me down much better paths of development, even though it was not an easy way to learn the basics. I genuinely really appreciate the work on H3 over the years, and hope you continue to do well!
Three things 1st: The Idea I hsd for the TNH blackout map was maybe giving the sosigs their own cone-of-vision that *acts* like a flashlight without actually rendering additional light sources, it's certainly not the best Idea, there are better ways of approaching this but I'm just spitballing and seeing if anything sticks 2nd: I was really looking forward to the Contract Griller gamemode, it's such a neat idea, but I understand that things don't always work out, I had a couple of Ideas for it, this one being scaling difficulty: my first thought when you mentioned no obvious way forward was perhaps seperating difficulty based on location, e.g. Gas Station hits would be realatively simple and small hits that don't requure much more than being in the right place and time to neutralize the target, whereas higher tier hits would takes place on a downtown or highrise map, and require actions outside of simply eliminating one sosig e.g. having to get cop sosig's attention in downtown to eliminate a captain, or having to interact with the environment to unlock a panic room to reach your target 3rd: related to the last point, if cannibalizing the CG gamemode is best, I'd love to see it implemented as a TNH progression system, we already have the different scaling types with Beginner, Standard and Tournament sosig progression in TNH so maybe having in-between scenes to buy equipment and set up for raids would be cool, though to keep balance that means the supply points would need to be adjusted... The main draw for CG for myself (and I believe a lot of people) is the external progression system with the money and buying equipment and I'd love to see a gamemode utilizing that idea Final words: no matter how you choose to approach the continued development of this game, Anton, I will always appreciate the work you've already done, and I'll certainly be looking forward to future projects from you and your team ^-^
As for the possibility of a night oriented TnH map. i think having a mix of light and dark not only makes for a practical solution to the sosig vision problem, but also adds some interesting gameplay moments. I think the design of the night grillhouse is a good example, it forces you to think about what environment you are in and how you want to manage your light levals and NV usage as you go to different parts of the house. I love the fact that you have to stop and flip up/down your nods as you go from the garage, to the upstairs hall, and back down the other stairs. i love the extra level of equipment usage thats forced. Instead of throwing of a pair of nods and basically playing grillhouse but in green, i actually think about how im using my equipment, why im using it how, it fits the environment, planing how im going to need to adapt in a few rooms, and manage all of that in a combat scenario. Tl;dr partial lighting is cool, i like it. It makes me feel like bravo six every time i go from light to dark and back.
for the DARK take and hold, the way I see it working is you still have the usual 1-4 takes 1 hold, But the environment is like thief/metal gear solid/spinter cell. the main thing being LIGHTING. So instead of hallways, you have outdoors, mostly dark with streetlights and bushes. Rooms would be small-medium size buildings with most rooms well lit. light bulbs can be broken/shot out, and enemies have lasers and possible flashlights (so you know where they're aiming and searching).
What i may suggest for puzzling out a night version of a map (or a night map that is it's own thing) is to perhaps leverage the modding community a bit. It's an interesting challenge, but i think it would lend itself to a 'fenced in facility in the pacific northwest' kind of vibe. Basically, something along the lines of a map where whatever is being 'guarded' by sosigs (hold points, resupply points) has lighting as if it's being defended, but between there only have lit paths for the sosigs. With a bit of level design, streetlights/floor lighting could be used to set up spots the player will have to cross that are lit. as the difficulty progresses, sosigs with nods that can see into the dark are added to the spawn pool. as the point is to use night vision, perhaps lean into that stealth aspect a bit more with higher patrol counts. Don't be afraid to make this one challenging, we have two maps that are of reasonable difficulty, feel free to be a little less kind to us with this in my opinion. Perhaps a 'drone' of sorts that has a sizeable health pool, and limited spawn number (only one or two can exist on a map at a time) that acts as a patrolling spotlight could be a thing? The burn in on the NVG's is too good not to have at least something where you're creeping about then suddenly get lit up and have your nods flashbang you thanks to a flashlight. perhaps lookout towers? map obstacles could be used to occlude vision and ensure the player is only ever in view of a single spotlight. Just some spitballing. I cant wait to see what's next for H3
i think a good way to give lower level sosigs some form of dark vision is giving them civilian nvg's, that would make them not be on par with the players military grade night vision but they could still see something in the dark, and it would not obliterate your PC.
I had the idea that maybe there could be low fidelity flashlights that when connected to a sosig kinda just gives them a narrow cone of vision in the dark through the object and shows a little cartoony visual that isn't really a light or something. And maybe if the sosig drops it, it gets damaged, or you grab it, it breaks. Maybe the NVG sosigs can have their NVGs broken. Just some ideas, not sure if it would be efficient to run though.
Anton, there's something crazy about Modmas 2024. There was a boss that modeled after you and when i defeated it, it turned out to be a Robot operated by the Gronch.
Wonderful 😊 Night vision and thermals would be super cool in rot wieners if a day night cycle was added. Though I’m unsure with how that would affect performance. I’m confident that contract griller one day will be a staple game mode for h3. Just gotta let it bake and eventually it will fall together, I’m confident in your abilities Anton.
Happy new year Anton! Really looking forward to seeing the older modes get polished up actually. WurstWorld looks cool but I was somewhat driven away by how clearly ancient that it is. I'll definitely be holding out for those updates to it before I jump in now. A dark Take and Hold map sounds cool, but I can't deny that Contract Griller is easily the most interesting thing on the table to me right now. From what I can tell, your available equipment is determined by the currency you have to spend on it right? Maybe the difficulty could dynamically scale to how much currency you have. Or it could just scale normally for each playthrough, and you simply have to plan well and be resourceful in order to handle the late-game challenges. Possibly to reach an end goal of some sort? So like each playthrough is new and dynamic but you get better and better each time and can get further before having to "retire" that agent/save each time. Just some rambly thoughts, but I figured that it's still worth tossing them into the hat. Would love to see the mode come to fruition in some way, but I also totally understand that yes, game development is unpredictable and sometimes you just have to scrap stuff. Anywho, thanks again for all your work! Looking forward to more meaty goofiness in this new year.
@@ScarfKat I was thinking that you could always have a variety of missions with different difficulties. Maybe learning the character names will give you an idea of the difficulty. Working for the mafia or a paramilitary organization is way harder than some sosig that wants you to take out an ex bun. Hahaha
For the blackout levels, I have an idea. Idea 1: Patrolling units have NVGs. Static / Guard units operate in lit areas, and do not use NVGs. Attacking units for Holds do not use NVGs, as the hold should be lit. Idea 2: Patrolling units, the Leader sosigs has a flashlight, and what they see, all the other sosigs see? Sort of like a hivemind, or directing targets.
What if for Contract Grillers missions were marked with a difficulty level? That way you wouldn't have to worry about what the player is equipped with. Players could just pick the difficulty that suits them.
2025 is going to be an eventful year either way you think about it. Expect some unforseen events or consequences to arrive when least expected. Stay focused and safe and sane.
Looking forward to the Tactical Throwing Glock, which has a pin and a spoon like a grenade, then fires full auto when released and will bounce itself around the room.
"I won't do a sound check because I don't want any holes in my ceiling" A five-gallon bucket full of sand is a very effective low round count bullet trap. Just sayin'.
Contract killer difficulty scale curve: There are always multiple contract options of varying difficulty, and the player can choose their own difficulty? As player accomplishes more contracts, it opens up harder ones, but low level contracts are always an option?
I'm not looking for a two sentence 'just do this' of a design problem space I've spent months working on. The difficulty is not in abstractly describing the problem space.
15:40 how expensive are lasers? It wouldn't be perfect, but giving sosigs laser optics that represent rheir cone of vision could be at least somewhat readable, and allow there to be something in between perfect and zero vision in extreme darkness-- maybe even give them very early NV, so the cone of vision can be explained by the low FoV?
TLDR: every weapon is being converted into some form of Glock
Glockdogs, Glorshoes, and Glock-Glonades.
Shit, you got me
The Barrett 50 but Glock
The spas 12 but Glock
@@Sil3ntD3ath478the kolibri but Glock
Left handed glock
I hope that in 2025 the physics lock button on the ammo panel, spectator panel, and other handheld menus can have distinct icons for when they're locked and unlocked. :)
You know, i keep forgetting to do that.
@@AntonHand pleasee remember this time i dont wanna keep Dropping the panel on my feet 💔💔💔💔
@@AntonHandIf you ever stream again I will scream at you to add that
@@AntonHand hey anton idk if this is a bug or if something on my end from using mods but the CZ52 in h3 shoots 9mm for some reason, I'm not sure of thats intentional but I thought I'd let you know. Anyway love your work. Best vr game.
@@ngonzales3781 mods, its very probably from one of them and anton cant really do much ab it
For a blackout T&H maybe a city scene at night? Sosigs waiting around corners and the main areas being dotted with street lights seem like it could possibly work. Food for thought anyways.
Oh, like ODST? God that would bang so hard
buildings like the breaching demo would be cool
@@safety_doggo2 If it includes the smooth saxophone soundtrack, I'd never leave VR
Would be cool if you could shoot out the streetlights too, but idk if sosig vision is based on baked in lighting or not.
Pun intended? :P
But in all seriousness, I think a new T&H character to complement such a scene would be sweet: Noir Nancy! Armed with a snub-nosed revolver and taking on NYC Mafia-themed Sosigs with cheesy accents and one-liners.
"You'll be swimmin' with da fishes!"
" _I'll_ make ya an offer ya can't refuse!"
"(cough cough) Ooh, da boss ain't gonna like this..."
even though it's not as exciting as new gun or new mode I'm glad you're replacing the tape and dental floss keeping the game together, is good housekeeping
It's never fun. It's rarely exciting to present. But it eventually piles up and I have to stop ignoring that it needs to be done...
@@AntonHand think of it this way, doing this now means the game won't come to life and stab you to death later
@@AntonHand Just like the dishes...
@@AntonHand Like running a hair comb through spaghetti
Glad you're doing okay Anton. Also, I just now had the revolutionary idea of a bunch of glocks ziptied together and connected with a crank called the "Glatling Glun"
Alternative for your consideration: Glocking Gun
I hope this next year goes great for you. you know, next year (I cant believe im saying this) is the 10 year anniversery of h3vr.
*crumbles to dust*
🎵 once I was seven years old...🎶
@@AntonHandFunny hot dog game did a better job of being a 10 year live service than Halo
I know Contract Griller is very much a prototype, but honestly, I'd absolutely love to see it finish at some point. It genuinely looks like a lot of fun! Hell, if anything, you could take pages from other games to help manage the difficulty curve!
@@GalmLead same here. Contract griller is still the thing I look forward to the most.
@@GalmLead totally agree id sink so much time into contract griller. Looks amazing
Agreed, I hope at the very least we get a half finished proof of concept in the game, I'm sure someone would build on the grounds if there's something to work off of
I hope he at least releases it to modders so they can work on it if he doesn't want to
There is a mod that has the same sort of idea. I believe it's called Safehouse. I haven't tried it in a while, so apologies if it's not up to date. But it basically uses TnH and made it into an extraction shooter. I know there's no contract to go after, but it could satisfy you for now at least.
The whole Contractor Griller thing reminds me of times, when you'd tell your friends about a plan, and then explicitly say "might take years/might never happen", but they still keep reminding you about it every week or two by asking "how's the progress?".
Thank you for the awesome game! Single-handedly sold VR to me.
Double thank you for taking optimization seriously. I know it's a VR game, good performance matters a lot, but still thank you.
I see the disco elysium in the background... very nice.
Of course :-)
do you think anton looked in the mirror
Not in the discord but wanted to say
Last year has been one of - if not the - best the game's seen.
Bullshoot was just a blast. it was like pure unfettered rapid-fire Anton antics for over an hour.
And I don't have the words to describe how excited i was (and still am) about how amazingly y'all implemented Night Vision, IR, and Thermal stuff. There have been more than a few times where I've hopped into a scene just to look around at nothing in particular while wearing a PVS14 mono.
The tracers update still pleases my monkey brain pretending I'm firing star wars blasters.
And we've seeming witnessed the beginning of the aglockalypse (more cursed glocks pls)
Anyway this was rambly. Excited for whatever you throw our way this year!
The game Starsector ran across a similar design issue to the one you are describing for Contract Griller. In Starsector, you command a fleet of ships, and one of the primary ways you can get more ships (and credits to buy them) is by completing bounties on pirate fleets. Because the player can lose most or all of their fleet at any point (and some of it can just be in storage), the game needs to provide different difficulty levels of bounties for you to complete. It seems to have a handful at any given time that are at or near the maximum difficulty (which increases based on the number of bounties you've done), some near the lowest difficulty in case you are starting over, and a few in the middle. It also offers other forms of advancement other than just getting more ships. Colonizing planets lets you build your own ships with blueprints you find on your adventures. Having some ability to build up your base (or supplier contacts) in Contract Griller could provide a "floor" for what the player has access to. I could see this going in absurdist directions like a rooftop garden where you plant bullets to grow guns which take several missions to mature
Starsector also has different mission types, if you really take a big loss, you can put most of your fleet in storage, and do a relatively safe, but less lucrative exploration mission to help build back up
I think you need a 1911 cap gun for the real life soundcheck :D
Or just blanks
(This is a joke)
not advertiser friendly
Thanks for such a wonderful game, and being one of my favorite game developers. H3VR is the perfect amount of silly, badass, and just chilling in the room killing time.
I'm gonna have to drink myself to sleep at the notion of my Sally the Sausage dating sim never coming to fruition 😮💨
Sooooooooooooooorry.
I don't know if it would be possible, but having a facility of some kind semi functioning might be an interesting way of implementing the blackout map.
What's in my head is the base has "limited power" right now, so hold points are all powered, while hallways and whatnot are sparsely lit, maybe there are some flickering lights. Being dynamically able to change the lighting level would be interesting.
I.E. there's a power lever in hold points that act as a temporary "flash bang" of sorts, as lights are out in the hold room but can only be used per hold. Then in the lit hallways you could have a more permanent option by shooting the light fixtures to go dark.
Early on you might be armed with just a flashlight, so make keeping the lights around might help, but as soon as you manage to get some goggles you become the shadow the weiner's fear. Start sending out the odd enemy with passive night vision.
I know that's a crap load of work and probably not possible, but one can dream. Thank You Anton and the team for making such a slick game.
I cannot dynamically change the illumination. It has to be static "baked".
@AntonHand immobile AND baked? God I wish that were me.
@@AntonHand Copies of both lit and unlit rooms could be linked using teleport triggers and maybe some visual trickery. I liked the OP's idea.
So does that last bit mean there's still a Jerry the Lemon dating sim possible? For real though, glad you're on the mend Anton, looking forward to what you guys have in store for the year, hope all stays well for you out west, (love the hoodie btw).
Jerry does not need DATES. Jerry is already perfect as it isssARRGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
One of the first games I have bought in 2017, and one of the few vr games I still hop back into. You’re a mad lad and keep up the great work!
Just started in VR and this was the first game ; Absolutly love it, Its great fun and has been a blast to start playing. Wish you all the best going foward
Stay safe, Anton. More than anything else. Love your work.
How expensive would only giving the "Squad leader" of a pack of sosigs flash lights? That way taking out a single sosig could render the squad panicked and they will just fire back at where they "think" the shot came from. Then after progressing through more waves, more of the squad would equip NVG. Which eventually will lead to the player going from being the predator of the level to basically the prey.
Again, I cannot do this. For a bunch of the common quality settings, there isn't even room for 1 extra pixel-shaded light.
@AntonHand wow, I never knew so many people were running such low specs. I assumed added 1 per squad would be no worse than me carrying a comically large amount of flash lights around.
Would something like flares be viable? If not, then the idea of dark and light areas is really the only viable way forwards kinda like the old splinter cell games.
Are breakable light sources possible? The shooting out lights in an area does seem like it could be a fun way to approach areas
@@AntonHand Maybe you could do something similar, with the "squad lead" wearing a nvg, if there's a system for the ai to tell the others what to do you could have the lead tell them to fire in that direction. They'd be inaccurate but why wouldn't they, they're firing into the dark after all.
@@AntonHand Glad you're considering even the potato team.
I really should have read this thread before commenting the exact same suggestions :p
For the IRL sould check, you could declare that the speakers are mounted to the walls at the correct height.
14:30 Destroyable lights? I don't know how feasible it would be, but giving the player the ability to disable the lights in an area to make Sosigs blind sounds like a lot of fun
Glad to hear that you're doing some housecleaning and fixing up stuff on the backend. Filling in all the cracks and holes in the walls as you put it. Really happy to hear that you might be remaking the tutorials and the introductory parts of the game, H3VR is a game I love to show to friends and people who have never tried VR before but I've always felt that it's a bit messy and complicated to explain and introduce to them. A better tutorial and a better/cleaner way to choose "level" would help a lot I think
Make sure your speakers aren't up too high!
Hey Anton!
About that dark Take and Hold : it could be in a dark forest with a lighthouse in the middle. This way, even without NVGs, you could spot things and ennemies could spot you when the light shines on.
Also since it would be a forest level, there could be a new type of sossig that behaves like feral wolves : melee only, no NVGs but really sensible to noise, encouraging the use of suppressors.
The hold "rooms" could be POIs such as :
A derelict wooden cabin
Some tents
Mysterious rock
The Hole™
Hope this could inspire you !
just glad you are still here for us
the thing that makes me keep playing h3 is how close to you and the community I feel
its a thing i have not found in any game, like a big family
a glock obsessed one
h3vr has genuinely inspired me to think about getting into game development. its so awesome to see how this passion project has turned into the best gun sandbox on the market.
My hope for this year is that you take care of yourself and put your health and wellbeing first. We can be patient for updates.
It's a shame about Contract Griller, but it is what it is! I'm sure you will still bring plenty of great content and tweaks to the game that will bring joy to all of us 😁 great to see you're almost back to full strength mate 💪 I hope you have a great and healthy new year!
Ps: if you can find the time to add the Automag III at some point I will forever be grateful to you mlawd Anton 🙏😂
Yoo, thanks so very much!! Hope you have an excellent year as well!
Thank you, Anton... deeply... I havd been watching every devlogs religiously every Fridays for years now... I appreciate what you do.
Noticed your sweatshirt and I think they are going to the Super Bowl
Here's a hopin!
The Gabe Newell of VR, thank you for your persistance, hopefully this will never becomes unpleasant for you to work on this project.
WHOAH! a Bills hoodie! +1 nostalgia and +1 respect
The two biggest things about Contract Griller I like the sound of, and hope can come in into the game (whether through Contract Griller or something else), is the shop/money system, and the progression that it enables. It also works really nicely with limited ammo, which is something i really like but I don't really feel like there's any game mode where it truly fits right now.
Having that extrinsic motivation is really helpful for me to enjoy games (in fact I'm pretty bad at enjoying sandbox games usually, but H3VR is so good I force myself to anyway cause there's no other game with such good guns), and would make H3VR even more my favorite VR game than it already is.
Anton most game dev's would have stopped trying years ago, that is why your so awesome.
For example I play a game called Disc Golf Valley, the mobile game is updated often enough but the VR game is dead in the water.
For the blackout T&H, It might be possible to make it so the area has normal lights, but some of the lights turn on and off. Light maybe some lights switch after every hold, some lights have switches that the player (or possibly enemies) can toggle, Some slowly strobing lights so the player can quickly cross areas unseen, or even take some notes from Perfect Dark for example and be able to shoot the lights.
You could have the lights be on (Can see normally, but also blinds NV enemies), off (Completely blind with NV enemies seeing normally), and flickering (both types have limited vision)
H3VR has to have baked map lighting, it can't change during gameplay
Glad to see you're doing better, and I can't wait to see what this year will bring. And I know it'll be great, what with you being you and all :)
Also I'm sorry I was the guy who asked "whats going on with contract griller" in the comments here once :/
When talking about your development process, I was struck by how much it reminded me of the first time I read The Disaster Artist. I'm not a big movie guy, I don't really know a whole lot about they're made, but the book's subject matter lays out, through depiction of repeated failure, how a movie is made and how it shouldn't be made. Seeing that process explained was great for me, since it opened up the nuts and bolts of a craft to me. Where a film class or film textbook might focus on the artistic aspect, I'm more interested in the mechanical aspect. I'd love to see you talk a little bit about concepts and ideas that were retooled or even abandoned entirely without us seeing anything of them.
no matter what game comes out, or i get into, i just cannot stop coming back to this game (somewhat because of pencils transmitting sosigs into other dimensional planes, endless fun), im excited to see every update we get this year!!!
NOOO NOT THE HOTDOG DATING SIM
Sorry, I know y'all were hoping for one...
At least we'll always have the body pillow
There is a mini market at night TnH mod that was interesting with areas that are partially lit like you were deciding. I look forward to whatever you come up with or decide. Excited for this year regardless of what comes, its always a pleasure playing H3 and we truly don't deserve the work Rust puts in. Much love friend! ✌
I understand Contract Griller is a prototype, but I still believe it has a lot of promise as a game mode.
Super happy you're feeling better. Stay safe, and good luck with everything, H3 and otherwise. Also RIP hotdog dating sim, I cant wait for Glock Glating Glim.
Hope you stay safe Anton also I'm not even a fan of football but seeing the Western New York representation with the buffalo bills got my friends and I excited
:-) Glad to hear it! I may be an Angelino now, but my heart will always be for my hometown.
For the dark take and hold you could do a open space so it mixes more illuminated and dark spots, could focus more on stealth so have cheaper prices for silencers and what not, and then if you get caught the sosigs launch one of those military flares in the air and illuminate the entire era with what could be just baked light, plays tripple duty as not only a stealth scene of which there arent any as far as i know, and one for night vision, AND another open environment which is personally my favorite maps
Or, since the game already has those little digital drones, you could have every sosig squad having one of those drones that are the ones carying the flashlight for the entire squad, could even have some gameplay related to shoting the drone so that you can hit the other sosigs, and those flashlight drones get progressively harder to hit, etc
Honestly if anything, we need more horseshoe things. We get new systems for the sosigs, and new grenades, but no new horseshoes.
Hmmm.. Maybe a Glock horseshoe. A Glorseshoe?
@@AntonHand some true glorseing around I see
@@Aertpoi64 Maybe a Gears of War sawblade weapon, but with spinning horseshoes instead of saws
I do hope you keep working on contract griller, but I am glad you are prioritizing bug fixes
Much love, please please return working on Contract Griller ❤
i bought a vr only for this game. i used to watch the devlogs for the new guns. now i have 150h in game and i watch the whole devlog
A few ideas I have about the blackout take and hold level.
- adding a handheld range finder like thing that sosigs can hold in one hand and then give them some pistol as a main weapon that way they can have the narrow FOV and not need lights. Possibly adding like a small reflective glint so player in the dark can better see if they are being seen.
- sosigs with thermal sights on their guns so it functions somewhat like the idea above.
Stay safe Anton, love your work, You're a legend
The feature I'd like for the spectator pannels is making the player model see through.
I don't know if it's possible but for the night maps I'd be curious if some form of low performance cost sosilights could work, like the sosiguns, sosinades and sosimelees, it would look like a simple plastic toy flashlight, and when they use it, instead of emiting an actual light source, it emits a yellow see through cone, if the cone hits something, for long enough, it is now visible to all sosigs as if that wasn't in the dark, like if for them it was fading in, and when it leaves the cone, for them it immediatly starts fading out again.
Just so im clear, meaning you want the player model to be visible in 3rd person, but not be visible to you as the player?
I'm a short guy, when I have the player model turned on in first person, a lot of the time my Scout sosig slouches down and the brim of his cap completely blocks out the spectator view.
AH! Got it. I'll look into that.
Thanks.
4:38 I don't know if this is what you're talking about, but ammo boxes don't save correctly, and turn into an empty 9mm box.
Happened to me on experimental build btw.
woah i just realized youre the one who replied to me in discord when i had a question, i had no idea i was talking to the head honcho. love the game and looking forward to the future!
For the nighttime TnH map, i'm wondering if it would be interesting to have lights strategically positioned in a way as to make the player choose between either having good cover, with sosigs being able to see you. Or to hide in the shadows but be very open and vunerable in the instance you get seen.
That's generally what I'm thinking. A mixture of 100% dark areas, and very dim areas, with only like... the supply rooms being brightly lit.
For the Night Vision take and hold, you mentioned a mix of light and dark environments, maybe like an outdoor rural town at night? There'd be semi-sparse street lights and the enterable buildings would be lit up (possibly have dark rooms because the town would be all run down), and you'd have to sneak around the town, maybe even some well lit areas that would risk you having to choose between risking being spotted and having reinforcements come or taking a longer route around or avoiding precious loot. I know you mentioned that spotlights were expensive, but how about flares? Maybe the sosigs could hurl flares when they get suspicious, or have a sosig that manages a mortar that launches a single bright flare into the sky that illuminates the whole area, and you've have to find and take him out first.
Great Roadmap Anton and I'm so glad you and the team have more irons in the fire since it's often confused me exactly how H3 has managed to keep you all afloat for as long as it has. With regards to the dark Take and Hold, how reactive are the Sosigs to muzzle flash? could that be a way for them to identify the player for a moment and even maybe fire for a second at the last place they saw it so there's this shoot and move cadence to how you play and the more you shoot the more they can see you? Wow, I think rambling must be contagious 😅. Have a great 2025 Anton
Cool idea for a blackout map is have 2 types of sosigs 1 type no nvgs and 1 with nvgs and have like a old industrial building have failing power so the power goes out randomly every few minutes always keeping the player on their toes with how they setup their kit and also would be very interesting to have a chunk of the sosigs not being able to see you for periods of time
Idk how hard this would be it’s just a silly idea but if done I’d love to see a abandoned hospital
I have faith in you that with your experience and skill you will eventually present to us a contractor or blackout game mode that we will enjoy and you are proud of, even without being rushed by impatient people.
It's great to hear return of the rotwieners is getting some attention! A few strange bugs of turrets attacking pacification squad members and other issues. Excited for ammo boxes and possibly nvg!
I love to hear that you’re working on another project. I can only buy H3 one time and I feel like you and the developers deserve more. Looking forward to the next great thing and I do sincerely hope there is some game mode that will make use of guns in boxes and ammo in boxes and Spain’s in bigger boxes…. And breakable doors and keys for doors and open world generation. Seems like a lot of time and work if you don’t make SOMETHING hahahaha.
Sosig flashlights don't necessarily need to be actual dynamic lights, it could be approximated the same way games did before dynamic lights were relatively trivial things: with things like a semi-transparent cone mesh that shades stuff in a lighter color (think PS2 era games, specifically the spotlights in Sly Cooper)
Personally I think it would fit the visual language of the game: just like sosigs get simplified toy-like guns, they also get simplified lights.
It would probably look a bit goofy in a completely pitch black scene, but it could work in a hybrid scene where sosigs would only need to use them while searching for the player
I feel like contract griller would work really well as a gamemode where its like an exfill shooter, where you very consciously take equipment for any particular job where if you do youve lost all of that equipment making a player really choose how much stuff they want to 'bargain' with. It would make the gamemode very dynamic and high stakes, you could give the player option on what time they enter the map to 'off' their target. So that they can invest in nightvision and other stuff, you could then also implement high stakes targets with more security.
I would love to see contact griller realised into a fully immersive gamemode that uses all the systems youve worked so freaking hard for the last 10 years!!!
Somehow didn't even realize Anton was a CA resident. Stay safe, brother.
Suggestion for dark TnH, an urban environment, at night, with streetlights and a mix of light and dark interiors. Really hoping to see Contract Griller this year!
25:32 don't give the haters any ideas
Glad you're doing touchups, it's always important! But hoping for some more contract griller this year! :)
Firearms and explosives have been around since the 13th century, it be kind of cool to see wieners in medieval armor carrying hand-cannons, or a see a petard which is basically ye olde breaching charge.
(Fun fact: the petard had the design flaw where the cauldron that held the charge would fly backwards upon detonating, giving birth to the phrase, “Hoist by his own petard” meaning to screw yourself over by an action that backfired)
At the very least a good old fashioned blunderbuss would be great. Have it function like bangers do, where stuffing random junk that fits down the barrel gives the shot different attributes.
with contract griller you could have a sort of level selection, where their is 1-star 2-star and 3-star missions. 1-star obviously paying the least and the guards having pistols and possibly one or two guards with smg's. 2-star would have more guards with better guns and a little bit of armor while also paying more. Then finally 3-star where the guards are heavily armed and heavily armoured with either less of them because they are so heavily armed or more of them and paying the most. If you really want you could go up to five stars depending on how much time your willing to spend on this.
If youre retouching RotRW, id love the locomotion tools added in. So much of that game mode is spent running from point to point in a big, mostly empty feeling map.
As someone whos just now getting into game dev, I just want to say that your woes arent for nothing. Stories of inexperience and scope creep making an indie dev's life an unbearable hellscape have led me down much better paths of development, even though it was not an easy way to learn the basics. I genuinely really appreciate the work on H3 over the years, and hope you continue to do well!
Three things
1st: The Idea I hsd for the TNH blackout map was maybe giving the sosigs their own cone-of-vision that *acts* like a flashlight without actually rendering additional light sources, it's certainly not the best Idea, there are better ways of approaching this but I'm just spitballing and seeing if anything sticks
2nd: I was really looking forward to the Contract Griller gamemode, it's such a neat idea, but I understand that things don't always work out, I had a couple of Ideas for it, this one being scaling difficulty: my first thought when you mentioned no obvious way forward was perhaps seperating difficulty based on location, e.g. Gas Station hits would be realatively simple and small hits that don't requure much more than being in the right place and time to neutralize the target, whereas higher tier hits would takes place on a downtown or highrise map, and require actions outside of simply eliminating one sosig e.g. having to get cop sosig's attention in downtown to eliminate a captain, or having to interact with the environment to unlock a panic room to reach your target
3rd: related to the last point, if cannibalizing the CG gamemode is best, I'd love to see it implemented as a TNH progression system, we already have the different scaling types with Beginner, Standard and Tournament sosig progression in TNH so maybe having in-between scenes to buy equipment and set up for raids would be cool, though to keep balance that means the supply points would need to be adjusted... The main draw for CG for myself (and I believe a lot of people) is the external progression system with the money and buying equipment and I'd love to see a gamemode utilizing that idea
Final words: no matter how you choose to approach the continued development of this game, Anton, I will always appreciate the work you've already done, and I'll certainly be looking forward to future projects from you and your team ^-^
Hearing your ideas for a dark take and hold suddenly got me excited for the possibility of a dimly lit "laser" tag arena
I hope you get lots of weird ideas for guns this year anton
Since my Steelers are out I need you guys to get our trade, go Bills!!!!
oh your the hotdog dev? subbed, keep up the great work!
Even if contract griller is far away or not a thing at all, please make the packing peanut boxes for weapons be a thing we can spawn :D
i'm just waiting for a search bar in the spawners. Its... pain as a new person to this trying to navigate all the tags and stuff
As for the possibility of a night oriented TnH map. i think having a mix of light and dark not only makes for a practical solution to the sosig vision problem, but also adds some interesting gameplay moments.
I think the design of the night grillhouse is a good example, it forces you to think about what environment you are in and how you want to manage your light levals and NV usage as you go to different parts of the house. I love the fact that you have to stop and flip up/down your nods as you go from the garage, to the upstairs hall, and back down the other stairs. i love the extra level of equipment usage thats forced. Instead of throwing of a pair of nods and basically playing grillhouse but in green, i actually think about how im using my equipment, why im using it how, it fits the environment, planing how im going to need to adapt in a few rooms, and manage all of that in a combat scenario.
Tl;dr partial lighting is cool, i like it. It makes me feel like bravo six every time i go from light to dark and back.
for the DARK take and hold, the way I see it working is you still have the usual 1-4 takes 1 hold, But the environment is like thief/metal gear solid/spinter cell. the main thing being LIGHTING. So instead of hallways, you have outdoors, mostly dark with streetlights and bushes. Rooms would be small-medium size buildings with most rooms well lit. light bulbs can be broken/shot out, and enemies have lasers and possible flashlights (so you know where they're aiming and searching).
What i may suggest for puzzling out a night version of a map (or a night map that is it's own thing) is to perhaps leverage the modding community a bit. It's an interesting challenge, but i think it would lend itself to a 'fenced in facility in the pacific northwest' kind of vibe. Basically, something along the lines of a map where whatever is being 'guarded' by sosigs (hold points, resupply points) has lighting as if it's being defended, but between there only have lit paths for the sosigs. With a bit of level design, streetlights/floor lighting could be used to set up spots the player will have to cross that are lit. as the difficulty progresses, sosigs with nods that can see into the dark are added to the spawn pool. as the point is to use night vision, perhaps lean into that stealth aspect a bit more with higher patrol counts. Don't be afraid to make this one challenging, we have two maps that are of reasonable difficulty, feel free to be a little less kind to us with this in my opinion.
Perhaps a 'drone' of sorts that has a sizeable health pool, and limited spawn number (only one or two can exist on a map at a time) that acts as a patrolling spotlight could be a thing? The burn in on the NVG's is too good not to have at least something where you're creeping about then suddenly get lit up and have your nods flashbang you thanks to a flashlight. perhaps lookout towers? map obstacles could be used to occlude vision and ensure the player is only ever in view of a single spotlight.
Just some spitballing. I cant wait to see what's next for H3
I fully expected you to put some holes in your ceiling
i think a good way to give lower level sosigs some form of dark vision is giving them civilian nvg's, that would make them not be on par with the players military grade night vision but they could still see something in the dark, and it would not obliterate your PC.
Are we going to get the keys and the fix glass and doors button back in the grillhouse scene back sometime?
That is probably part of the 'few scenes he needs to check the final boxes' in
Yup
2025 LETS fricking GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!!!!!!!!!!
I had the idea that maybe there could be low fidelity flashlights that when connected to a sosig kinda just gives them a narrow cone of vision in the dark through the object and shows a little cartoony visual that isn't really a light or something. And maybe if the sosig drops it, it gets damaged, or you grab it, it breaks. Maybe the NVG sosigs can have their NVGs broken. Just some ideas, not sure if it would be efficient to run though.
Anton, there's something crazy about Modmas 2024. There was a boss that modeled after you and when i defeated it, it turned out to be a Robot operated by the Gronch.
Indeeeeed
Wonderful 😊
Night vision and thermals would be super cool in rot wieners if a day night cycle was added. Though I’m unsure with how that would affect performance.
I’m confident that contract griller one day will be a staple game mode for h3. Just gotta let it bake and eventually it will fall together, I’m confident in your abilities Anton.
🫡 glad to be along for the ride whatever random things you decide to put in the game
Happy new year Anton! Really looking forward to seeing the older modes get polished up actually. WurstWorld looks cool but I was somewhat driven away by how clearly ancient that it is. I'll definitely be holding out for those updates to it before I jump in now. A dark Take and Hold map sounds cool, but I can't deny that Contract Griller is easily the most interesting thing on the table to me right now.
From what I can tell, your available equipment is determined by the currency you have to spend on it right? Maybe the difficulty could dynamically scale to how much currency you have. Or it could just scale normally for each playthrough, and you simply have to plan well and be resourceful in order to handle the late-game challenges. Possibly to reach an end goal of some sort? So like each playthrough is new and dynamic but you get better and better each time and can get further before having to "retire" that agent/save each time. Just some rambly thoughts, but I figured that it's still worth tossing them into the hat. Would love to see the mode come to fruition in some way, but I also totally understand that yes, game development is unpredictable and sometimes you just have to scrap stuff.
Anywho, thanks again for all your work! Looking forward to more meaty goofiness in this new year.
@@ScarfKat I was thinking that you could always have a variety of missions with different difficulties. Maybe learning the character names will give you an idea of the difficulty. Working for the mafia or a paramilitary organization is way harder than some sosig that wants you to take out an ex bun. Hahaha
i think the H3VR universe will be taken over by sosig gaston glock eventually
I'm so hyped for Golf, glocks and geology.
For the blackout levels, I have an idea.
Idea 1:
Patrolling units have NVGs.
Static / Guard units operate in lit areas, and do not use NVGs.
Attacking units for Holds do not use NVGs, as the hold should be lit.
Idea 2:
Patrolling units, the Leader sosigs has a flashlight, and what they see, all the other sosigs see? Sort of like a hivemind, or directing targets.
What if for Contract Grillers missions were marked with a difficulty level? That way you wouldn't have to worry about what the player is equipped with. Players could just pick the difficulty that suits them.
tbh for a blackout TnH map, i think a thick forest with small buildings here and there for hold points would be super fun.
2025 is going to be an eventful year either way you think about it.
Expect some unforseen events or consequences to arrive when least expected.
Stay focused and safe and sane.
you should add the mars automatic pistol, its got a really funky way of loading the ammo
Looking forward to the Tactical Throwing Glock, which has a pin and a spoon like a grenade, then fires full auto when released and will bounce itself around the room.
"I won't do a sound check because I don't want any holes in my ceiling"
A five-gallon bucket full of sand is a very effective low round count bullet trap. Just sayin'.
Contract killer difficulty scale curve: There are always multiple contract options of varying difficulty, and the player can choose their own difficulty? As player accomplishes more contracts, it opens up harder ones, but low level contracts are always an option?
I'm not looking for a two sentence 'just do this' of a design problem space I've spent months working on. The difficulty is not in abstractly describing the problem space.
@@AntonHand Of course, sorry for being presumptuous. You know best and I'm just glad to be able to play your game.
Glad to hear it :-)
15:40 how expensive are lasers? It wouldn't be perfect, but giving sosigs laser optics that represent rheir cone of vision could be at least somewhat readable, and allow there to be something in between perfect and zero vision in extreme darkness-- maybe even give them very early NV, so the cone of vision can be explained by the low FoV?