Note: For those looking to try out the beta, you can do so by right clicking the game in Steam, going to "Properties", clicking the "Betas" tab, and choosing the "beta" option from the dropdown.
I've pushed myself to the point of exhaustion playtesting, so it's time for another beta update! ːsteamhappyː
Please keep in mind that the beta branch is for testing out potential changes before I take them to the live branch and before I put too much time into things that players ultimately don't want. Occasionally things will feel worse than the previous beta, and that's all part of the plan - just pop into the beta feedback thread for the update and let me know about your time with the game.
At this point, the auto-calibrator has been significantly improved and the game is being designed around it being on. If you've turned it off in the past, please turn it back on and give it a shot before providing feedback. If you've adjusted the customize menu, please also give the game a try with the default settings before making customizations, as the values you found comfortable before might not apply anymore.
I've changed a lot of force calculation mechanics in this beta, so please pay attention to how your hits feel and how difficult the opponent are to you at stock settings with the auto-calibrator turned on. I'm trying to tone down punches that "exploit" the physics system by generating high speeds regardless of body mass imparted, so stop by the punching bag and try to find certain punches that result in massive force values compared to your normal proper form hits. Let me know if you see anything that feels out of place, as I may have over-adjusted some of these types of punches.
The method the judges use to score you has been altered slightly. I don't expect the current implementation to be final, but it will provide me some data for what direction to go in the future. The opponent's chin now affects your ability to generate score again (higher = harder), but it won't feel as extreme as it did a few updates ago.
Oh, yeah, there's a speed bag now, too! ːsteamhappyː Try it out and let me know how it feels.
As always, let me know your thoughts in the feedback thread here or by emailing me at [email protected].
I've moved the previous beta update to the rollback branch so you can revert if you find something game breaking.
Thanks!
Update Notes:
- Added a speed bag!
- Added system to detect "arm whip" punches and greatly reduce the force imparted to them. You'll see this reflected on the "body mass credit" stat on the heavy bag / boxing dummy punch read-out UI. Let me know if any of your punches read out weaker (or stronger!) than you feel they should. I find it best to compare to your rear-hand cross for this.
- The "body mass credit" read-out now also reflects the jab mass penalty, so that it doesn't look like your jabs are getting a mass bonus over your crosses.
- Adjusted the way jabs are determined vs crosses. Let me know if you see any oddities here.
- Adjusted scoring method to allow higher chinned fighters to be harder to score against without ruining any chance of the player winning by score.
- Adjusted body mass bonus to spread the bonuses and penalties over a wider range of motion.
- Fixed the black polygons showing up on the new Joe model (let me know if you see these on anyone else's model).
- Fixed some lightmap issues in the gym.
- Reduced the player's ability to reliably force the opponent to switch their guard.
- Adjusted opponents' desired distance from player.
- Adjusted step-in animations to give a little bit more time to plant feet before comboing or recovering.