Boneworks

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20 Jan 2011
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433
https://store.steampowered.com/app/823500/BONEWORKS/

Anyone else looking forward to this coming out tomorrow? It looks like it takes some of the best parts of some other games and wraps it up into a whole game and it supports knuckles controllers finger tracking (not required).

For game length the devs have said:
The scope of content for the campaign originally was between Arizona Sunshine and Portal1
So hopefully its got some meat to it and more than just a physics demo, although it does have a sandbox mode to play around with.

For movement, it does not support teleportation so some people might get a bit sick from this.
Devs:
For proper physics calculation, the locomotion is also physics based (free/smooth) locomotion. There are snap turning options as well as Joystick curve mapping which help with directionality tremendously.
The game literally would not function with teleporting and REQUIRES physics based locomotion to operate.

Also the crablets give me half life headcrab vibes
BoneworksGIF.gif
 
In a recent video one of the devs mentions $30, there was a comment that I cant find at the moment saying this would be ~£24 in the UK and they wouldnt do the thing where its $30 and £30 like some games do.

@12:15 // $30 regular - $40 deluxe(game+soundtrack)

 
Played about an hour last night and didn't finish the tutorial yet. Not sure what to think yet other than the warning on the store page holds true, this isn't a game for VR newbies as only gliding locomotion movement and no real comfort settings.
Boneworks store page said:
ATTENTION: This game demonstrates advanced VR mechanics and concepts, players are recommended to have previous VR experience and understanding of common VR gameplay principles before proceeding.

As others have said this really seems to be designed for knuckles controllers and works pretty well with them, other than a few janky moments. For example when trying to do some of the climbing my 'arm' would get twisted and wrapped around stuff awkwardly. I also found when holding onto a wall it would pull me uncomfortably close.

Gun range was nice, I could close my left eye and aim down sights with my right eye lining up the shot. I've not played any other real shooters (e.g.Hot Dogs, Horseshoes & Hand Grenades, pavlov etc) to compare if the guns in this are bad, normal or good.

I stopped as I got to the advanced chambers and I think it will probably show off the max payne style slo-mo.

Stole this screenshot from reddit, but the way they called teleporting primitive in this section gave me a chuckle.
6jyj52w98v341.png

Not sure when I'll get to play again but I'm eager to get to some proper game play.
 
So does this thing actually have a game or plot? All I've seen is the clever tech iteractions.
Is it like H3 (Hot Dogs, Horseshoes & Hand Grenades) where it's just a really in-depth sim?
I think its similar to HL2 in that it has a story but really made to show off the physics engine. They give a rough idea of the story in the launch trailer.
 
I suggest just attacking it little and often. Stop for a break before the nausea sets in.
Good advice but remember that at the moment the game only saves at the end of levels. The devs say they're implementing mid level checkpoint saves hopefully by January.
https://steamcommunity.com/app/823500/discussions/0/3963662189543240419/

Apparently they didn't realise how long people would take to get through the levels
Boneworks Devs said:
internally, we thought that the game was about 4 hours long. In reality it seems to be 8-12 hours for first-timers. We thought Streets was about 30 minutes; it's clearly 70-90 minutes on your first run

Boneworks Devs said:
Planned Features
  • Grip both handles and hold the triggers for a couple seconds to checkpoint
  • Return to any checkpoint station whenever you want to re-checkpoint
  • Personal inventory saved
  • Ammo state saved on the player and for every potential pickup in the level
  • Any reclaimed item saved or returned to original location unless in player inventory
  • Keys in keyholes and batteries in sockets saved
  • All non-force grabbable physics objects reset
  • Enemy encounters reset
 
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