Update 12/17: Small patch going out tonight with some refinement to the new blocking system from Update #13. Fists that get blocked (yours and your opponents) should be much less jumpy. Also fixed a bug that made opponents stop flinching when they were in danger of getting knocked out.
Huge update! The physics system has been revamped drastically, affecting many different areas of gameplay. I've also made some adjustments to accommodate new Touch users. The Rift seems to be working great with the game, but if you have a forward-facing setup, you'll ideally want to have at least a 2m x 2m playing area due to the way SteamVR draws your play space rectangle when calibrating room scale. I'm still making adjustments to improve smaller spaces and standing mode, which currently work but are a little cramped.
- New options for Oculus Touch users! The weigh-in now has settings to select your sensor arrangement. Choosing 180° arrangement will keep you facing the direction you chose as "forward" during SteamVR setup. Use 180° if you're using a forward-facing Constellation setup, or choose 360° if you have a room-scale Constellation or Lighthouse setup. Thanks for your feedback here!
- The blocking system has been completely revamped. Hooks should be blocked much more reliably, and you should now be able to catch and parry your opponent's punches.
- Opponents now block later but faster.
- Opponents are much more capable of hitting you while you're crouching, ducking, leaning, and standing very close to them.
- Opponent's reactions to getting hit should now be a bit more noticeable.
- The Spider can actually hit you now when you're slightly crouched.
- The Spider's height has been reduced slightly and small changes have been made to the punches he throws.
- Opponents no longer reset their position when you are knocked out and will continue fighting you automatically after only a brief pause once you are back up.
- Enemies should be less aggressive at close range until you corner them, making it easier to walk them backwards.
- Crowds have been added to the backgrounds of the arena and the weigh-in stage. I'll be adding foreground crowd members to the arena, weigh-in, and gym soon.
- Visual adjustments have been made to the weigh-in. After receiving my Rift yesterday, I found that this scene looks VERY different with the Rift compared to the Vive. I'll likely be making some more changes to accommodate this in the next update.
Upcoming changes to look forward to include updates to sound effects, better opponent body blocking, improved hitboxes across the board, opponent battle damage, and more opponents, as well as possible changes to health/knockdown mechanics and investigations into the feasibility of adding rounds.
Thank you all for your continued feedback and support. As always, please feel free to leave feedback on the community forum or at [email protected].
