EDIT: 3/16 - I meant to increase the knockdown rate when dizzied in this update, but I had only applied that change to the player and not the opponent. I've pushed a small update to correct this.
Hello! It's been awhile since my last beta update, but I've been making a lot of changes recently. I'm about to dive into some tasks that will take me awhile to complete, so I figured I'd push out the current bleeding-edge version of the beta to give you all something new to play with while you waited.
Keep in mind that there are still many changes coming before the beta becomes the live version of the game, including balance adjustments. That said, I'd love to hear your experience with how you're enjoying the difficulty and the pacing of the current unbalanced beta version.
You might also notice some new sound effects in this update, or might notice that some sound effects have been removed. These new sounds are rough test clips and are absolutely not final.
Pretty much anything in these beta branches is subject to change and is probably already in the middle of being changed. Feel free to leave feedback on the forums or email me at [email protected]. Thanks for checking it out!
Changes in #15.5
- Altered the AI's behavior to sometimes get very defensive or aggressive depending on the conditions in the ring.
- Adjusted the damage system so that getting dizzied is the primary factor in getting knocked down. Fatigue no longer directly adds to the chance of a knockdown, but instead reduces the force required to achieve a knockdown.
- Removed the "off balance" chance for knockdowns.
- Added in weak and strong points to the player and opponents. These areas require you to not only hit a certain location, but also to hit it in a certain direction (e.g., a hook to the temple or chin does more damage and a straight punch to the forehead does less damage). The initial placement of these areas is a little rough, but they'll be tweaked in a future update.
- Changed body hits to only increase fatigue, and not to increase dizziness or give a chance of a knockdown unless a specific weak point is hit (i.e., the solar plexus or liver).
- Made only the forward movement of the glove's knuckles count when calculating velocity. This should reduce the effectiveness of some types of arm-only punches.
- Increased the likelihood the player's punches will roll off the opponent's guard.
- Opponents will now observe where you're blocking and take advantage of your openings.
- Opponents will now watch the movement of your head and try to predict where you'll be moving it. This still needs tweaking, as their guesses are often way too far off.
- Increased range of motion available to opponent while they are getting hit.
- Tweaked opponents' arm movement when they raise their block.
- Made opponent's punch start-up animations adjust with their attack speed.
