Demo 10
Here we go ! Last one before the pre-alpha ! Compared to the demo 9, there's at least double content ; but still a long road to go is left. The game have now a lot more flavor and flesh to enjoy !
Graphics
Tiny combo icons
Neutral
Side
Down
Back
Up
Heavy
Stance color
Each stance have their own color, so the wooden chopstick on top have a wooden player color. Of course players in 1v1 with the same class and stance have some differences.
Player HUD
☼ Shakes and flickers red when taking damage !
☼ Shows the player class.
☼ Player colored.
☼ Two HP bars : one for 0-100 and the other for 101-200.
Shadow
Players have now a shadow circle bellow them.
Jump
☼ Players have now jump animations depending on the vertical speed.
☼ Players have now landing animations ; it doesn't impact gameplay.
Game start
☼ Players have now a spawn animation, just in the time of the countdown.
☼ The game countdown doesn't slow down animations.
☼ The player numbers are shown for this duration, so we can now who is what.
Death
Players have now a death animation.
Stun
Players have now stun animations when hit by stunning attacks.
Gameplay
New class : Ballpen
Balanced classic swordsman, with a very balanced offense. Here's its combos :
Chopstick
☼ Increased damage for its attacks.
☼ It gets new combos, down bellow :
Push
Some attacks pushes the enemy, by a fix amount or a delta. Increased by strength and weight, reduced by the weight and the stamina of the target.
Stun
Some attacks stuns the enemy, which makes it unable to move and attack for few frames. Increased by strength and the weight of the attacker, reduced by the stamina of the target.
Combos
They have the most work in this demo. More polished, less buggy, prepared for the huge content in the next years.
Display
They can be shown in 3 ways : hidden, small icons and big icons. The option is available in the option menu.
Detection
☼ Many attack animations no longer need to end : the player can trigger the next correct move !
☼ This increases a lot the flexibility and the speed of the game.
☼ On the contrary, commands lasts for less frames. From 10 to 5 for attacks and from 3 to 1 for movement. (i.e when pressing the heavy button, it's counted for the next 5 frames).
Menu
☼ The credit menu is finally added and functioning.
☼ If existing, the gallery will display the idle animation of the current class, else the simple icon.
☼ Class gallery shows now all complete and possible combos (i.e down bellow), stance colored !
☼ Player vs Bot have a different experimental class selection menu. Works the same as the other one. Stances are way more clear this way.
Artificial Intelligence
☼ Gets now 3 levels :
► Easy will attack randomly, and doesn't do often heavy attacks.
► Medium will attack a bit more frequently, and having somewhat optimized attacks. When the foe is too close, will spam down and back attacks. If too far it will spam instead frontal attacks. If the foe is in the air, will spam up attacks.
► Hard attacks the most frequently, and gets +1 stats everywhere (except reach). Tends to spam heavy attacks if the foe doesn't move. It randomly does combos so it's the most dangerous (even to me, the creator !!!).
☼ The difficulty level is picked by the player before starting.
☼ An AI will pick a random class and a random stance. It can't have both the same stance and class of the player.
New class placeholders
These are to be added continuously. You can discover them in the class gallery !
Sound & Music
☼ Improved menu music.
☼ Metal, plastic and wooden hits have mostly different sounds.
☼ Unarmed hit sounds added.
☼ An option makes sounds stereo played (something in the right screen will be heard more in the right ear). Can be disabled or reduced in the option menu.
Performance & Miscellaneous
☼ Disabled VSync (I haven't noticed it before, which caused performance issues).
☼ Thanks to Nemerod, sounds no longer crash the game if too many were played since start, but it looses for now its multichannel.
☼ There's no longer a FPS limit by pressing 0 and 1, but the game becomes stupidly fast and unplayable after 75 FPS hehehe.
☼ Muted music will ignore their import.
☼ Thanks to a library, the game no longer need a separate mirrored file for each sprites. The flip is done only once at loading !
☼ Frames are loaded just before needed, which can slow a bit the game when they are launched for the first time on smaller computers.
☼ When not used for a while, a frame will be unloaded.
☼ Often the frame is displayed, later it will be unloaded (so the game doesn't constantly load/unload frequently used frames).
☼ The game takes now less than a second to initialize, and use way less RAM (between 100MB and 500MB).
☼ (almost) Every structs are now pointers, which makes coding more reliable.
Files
Get Hand2Hand Project
Hand2Hand Project
Hand fighting game using daily life objects as weapons.
Status | In development |
Author | FlameofChange |
Genre | Fighting |
Tags | desktop, hand, Singleplayer |
Languages | English |
More posts
- Alpha 0.1.1.227 days ago
- Alpha 0.1.1.161 days ago
- Alpha 0.1.182 days ago
- Pre-Alpha 0.1.0.9Jul 25, 2024
- Pre-alpha 0.1.0.8Jun 11, 2024
- Pre-alpha 0.1.0.7aApr 30, 2024
- Pre-alpha 0.1.0.7Apr 20, 2024
- Pre-alpha 0.1.0.6Nov 07, 2023
- Pre-alpha 0.1.0.5bOct 24, 2023
- Pre-alpha 0.1.0.5aOct 02, 2023
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