Crashed Lander Created by Don Whitaker Version 2.52 Feb 7th, 2015

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Crashed Lander Created by Don Whitaker Version 2.52 Feb 7th, 2015 This is version 2.5 of Crashed Lander. There are quite a few additions and changes since versions 2.0 and 2.2VR. Most notably the monitor and VR versions of the game have been combined into one package again. Yay! It was a lot of extra work having two versions and this new setup seems to be working well. This is also the first version that will be available on Steam. Please send bug reports, questions and comments to me at kitchendon@gmail.com, or use the contact form at CrashedLander.com. You can also check the discussion forums on the Steam page for the game. http://steamcommunity.com//app/340450/discussions/ Thanks for your support and have fun crashin'! Don Whitaker BrainBlinks.com Well, I landed at the lunar research station. Too bad I *crash* landed. I got a billion dollars worth of this InstaWorld terraforming tech, and I m buildin a lander out of propane tanks and spare parts!? Crazy plants, alien artifacts, and Noodle knows what out there. I d give my left lugnut for a SubEtha ThumbDrive right about now. Where is everyone. Pfft...Whatever. I gotta get this thing in the air and land at all three of those pads. That should activate that last Multiverse Transporter pad. If I can get top that I am outa here.

Keyboard Controls: WASD or Arrow keys : forward, back, turn left and right Left Click or Space : fire all thrusters / menu select Q and E : Strafe left and right R: Restart the level T : Toggle the trails effect ESC : Pause menu = : Toggle FPS counter will replace the timer display on back of lander [ ] : Decrease/Increase the camera s Field of View. (monitor mode only) Middle Mouse Button, Backspace : Recenter the Oculus view P : Toggle the Oculus TimeWarp function. Gamepad (xbox 360) controls: A : Thrust Y : Restart level Left analog stick : forward, backward, left and right Left and Right Trigger : Strafe left and right Start : Pause menu Select : Recenter Oculus view Hard Mode Flight Controls: (keyboard only) WSIJ : Fire one of the 4 thrusters. Hold all four at once to thrust evenly You can also use both Shift and both CTRL keys to fire thrusters Q and O : Rotate right and left Note that some keyboards have trouble reading certain multi key combinations. You may need to experiment with different key bindings to find something that works for you. General Notes Remember that you can change Resolution, Graphics Quality settings, and Key Bindings on the configuration menu that shows

before the game loads. If you re not seeing this window try holding the ALT key immediately after launching the game. Alternate Thrust button is set to Left Shoulder Button. This is useful if you want to thrust while using the Right Stick to look around. The Restart key is your friend. Some of these levels are very hard and you ll be re trying them often. Quicker to hit R or the Y button on your gamepad than to pause and navigate the menu. :) In Pad Hopper mode you need to land at the first three pads to unlock the fourth and final pad but you can do those first three in any order. The compass does not always point you towards the quickest route.. If you accidentally go into Oculus Rift mode and you don t have a Rift connected you won t be able to move the screen cursor to select menu items. Hit the ESC key to reset to monitor mode. Hard mode is very hard. Like QWOP y hard. It may seem impossible at first but once you get a feel for it you can have a lot of fun. Some people can even fly faster in Hard mode because of the increased control it offers. Having multiple xbox 360 controllers plugged in can cause problems with the controls. If you re having any trouble in that area try unplugging all but one controller. Seems to be a bug with the way Unity handles these extra controllers. Oculus Rift Notes You can switch between Monitor and Oculus modes on the Main Menu using the menu option or the V key. If you see only a black screen the first time you switch to Oculus Mode force quit the game (alt F4 on Windows) and restart. Remember that the DirectToRift.exe is not just for using the Direct To Rift display mode it ll work for Extended mode too. It s more like a shortcut telling the Unity engine to start up with settings appropriate for your Rift.

If you don t use DirectToRift.exe make sure to set the proper resolution for your Rift in the configuration menu mentioned above. You ll want to check the Windowed option, even though it will be full screen on your Rift this is just an oddity of the Unity/RIft display setup. Changelog February 7th v2.52 The tutorial video is now part of its own Pad Hopper level. Changed some of the launch options (on Windows) to fix some problems related to having the Rift and monitor versions in the same package. The Rift wants to use DirectX11 Exclusive mode which causes problems for some monitor users. Now the monitor version launches using DirectX9 which doesn t affect the visuals and should make the two play nice together. :) Added an option to launch the monitor version with a borderless window. Several small fixes relating to missing textures, missing colliders, and various other oversights. Thanks to Deozaan for some great bug hunting assistance. February 2nd v2.5 VR and Monitor version are now re united under one package Recent changes now included for Monitor users including smoother physics, FPS counter, new skyboxes, Fade in/out at beginning/end of each level 10 new Ring Runner levels! Total of 44 levels now Columns level replaced with new Overview level

Switcheroo level is now easier and less Rage Quitty :) New reward system. Get faster times to earn more stars. Earn 132 stars in Normal mode and 44 in Hard mode. New tracking system for reward stars and collectible widgets Info signs on Main Menu to show the number of stars earned and widgets found Info sign and countdown timer at the beginning of each level New score display and celebration when completing levels Collectible widgets now on all levels, including Ring Runners. 132 widgets to find. New thruster particle effects kick up dust when near the ground and some surfaces New fire particles Optimized performance: Trimmed some bloated objects, reduced some texture sizes, now using Forward rendering instead of Deferred, simpler Terrain shader Dynamic text now driven by Unity 4.6 UI features Time Trial mode is now called Pad Hopper mode Main Menu now remembers if you were selecting from Pad Hooper or Ring Runner levels. No more fuel high score on Pad Hopper mode. Too cluttered to have two scores for one level. Fuel will return in a Sooper Sekret new mode coming soon. Key Bindings now have more sensible names Change Field of View in monitor mode with the bracket keys. New tutorial video. I decided to host this on YouTube so that I could easily add Closed Captions in multiple languages. Hard mode indicator now more visible on Lander Smoother mouselook movement for Monitor mode October 29th v2.1vr Updated the full VR version of the game with SDK 0.4.3

Added new smoother physics, toggle timewarp, and FPS counter. Changed the background stars from hack y sphere to full skyboxes. Added a 'blackout' screen during level load for more comfortable VR viewing while switching levels. October 28th dk2e demo Added a Frames Per Second counter. Toggle it on/off with the = key. October 25th dk2e demo Updated the ship physics it's even smoother now. Thanks to BaseDeltaZer0 on reddit for the reminder about the Interpolate setting! October 25th dk2d demo Updated to use the 0.4.3 SDK Changed the Physics sim to run at 75 FPS instead of 30 FPS. The ship handling might feel slightly different if you're used to the older version but should look much smoother since it now matches the display on the DK2. Adjusted the gamepad controls. Turning left and right while also thrusting should be a little smoother. New Linux build experimental September 7th dk2c Updated Windows versions to use 'universal' build of the game that should work on both 32 and 64 bit versions of Windows. This seems to have fixed the problem some folks were having with head

tracking. If you are using a 32bit version and have any trouble please let me know and I'll get you a 32bit only version. September 6th dk2c No changes other than updating to the newest 0.4.2 SDK from Oculus. August 14th v2.0dk2b New build with the 0.4.1 SDK. Should work for more people in Direct To Rift mode Built for Direct X 11. If your video card doesn't support dx11 you can use the force d3d9 flag to force dx9 mode. http://docs.unity3d.com/manual/commandlinearguments.html TimeWarp seems to be working now so I turned that on. Some of my reflective shaders aren't working with the new SDKs. I'll put the shine back on some of the objects in future versions. August 4th v2.0dk2 Added support for Oculus Rift DK2 and the new 0.4 SDK display drivers. Removed toggle for monitor. Oculus Rift only on this version. Had to change some of my reflective shaders due to lighting glitch. Still need to black out loading screen between levels. Will add that to future version. June 17th v2.0! New time trial levels: Columns, Switcheroo, ProcGen Hills, Caged, Credits 24 total. New game mode with 10 levels: Ring Runner

Possible fix for phantom gamepad inputs on Linux systems June 2nd Beta2 3 More levels Crowd Control, Seeker's Canyon, Rollin'. 19 Levels total! Fixed main menu for 4:3 screens Fixed camera view on pause menu Fixed build for 32 bit Windows systems ESC key now resets VR and camera on main menu Fix for mouse interfering with gamepad or Oculus menu selection. Fix (I hope) for phantom gamepad inputs May 18th First Beta version Another new level: Sky is Falling. Total of 16 levels SwingSet level is now not quite as difficult Tweaks to the gamepad controls. Fix for the Help option on the main menu Full soundtrack is now included April 23rd Updated Alpha version Added 5 new levels: Hollow, Tippy Tops, Orbits, BasketBalls, SwingSet Tweaked the gamepad controls less deadspace New main menu again (^_^) Various performance improvements, fewer textures, smaller textures More graphics setttings on launch March 18th Updated demos

Full xbox 360 controller support you can play without touching keyboard or mouse New, simpler main menu Some levels optimized for better performance Better fog effects and more plants on Jungle Fog Removed the grabbing tentacles from Jungle Fog too glitchy Fixed an error that was switching to VR mode without input from user February 24th XL demo released 4 new levels GravPads, Jungle Fog, Menger Maze, and Inside Out More music Fuel based high scores Better display of high scores at beginning and end of level February 7th Friendly, more responsive controls in Normal flight mode Explodier explosions It's now more obvious when you've failed and need to restart the level January 29th, 2014 Crashed Lander v2 demo released to go along with the IndieGoGo campaign. 6 playable levels in time attack mode Oculus Rift support