VectorCore 0.2.3.0 Update


Devlog Update – Flow, Camera, and Control Improvements

This update is focused on improving game flow, reducing downtime between shots, and tightening up camera and control behavior.

Early Aim (Faster Turns)

After a legal sink, you can now start aiming before the table fully settles.

  • Triggers when the striker is stopped but other orbs are still moving
  • You can aim, line up, and charge your next shot early
  • Shot release is still locked until full rest (rules unchanged)

Result: Less waiting, smoother turn flow.

Black Core Update

  • Gravity now activates after break contact
  • Prevents pre-contact rack disruption
  • Visual effects remain active separately

Camera Improvements

  • Contact Follow: Camera locks onto action immediately after first contact
  • Break/Lost Focus: Direction is sampled briefly, then a consistent pan is used
  • Optional bounce-back behavior
  • Q/E Roll: Smooth camera roll (works in spectator and resting states)

Shot Prediction Distance

New adjustable aim length:

  • Short: 7.5
  • Medium: 15
  • Long: 30

Saved automatically and available in controls (grayed out if prediction is off).

Aim Behavior

  • Default: aim only when all orbs are at rest
  • Early aim activates when conditions allow

AI Improvements

  • Break shots now support lateral spread
  • Aim jitter applies to all scripted shots (including breaks)
  • Old variance system removed for cleaner control

Black Core Repel (WIP)

  • Repel uses field force (not direct collision)
  • Added temporary sound feedback for contact
  • May be tuned further

Faster Shot Charging

  • Charge rate increased: 72.0 (was 36.0)
  • Faster power buildup, same scaling behavior

Internal Updates

  • HOOKS documentation expanded
  • Clear separation between simulation and visual systems

This update is all about flow — less waiting, better feedback, and tighter control.

Files

VectorCore_0.2.3.0.zip 38 MB
18 days ago

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