Pre-alpha 0.1.0.7
Greetings bored mortals. Everything is getting polished to a degree. The gameplay got a bit more depth although much is yet to come.
Physics have been tweaked to better accommodate the future balance changes (at last). Finally, the interface evolved from disgusting to just ugly. It's something \(._.)/
We are slowly but surely approaching the Alpha. It is very good as a pre-alpha but not mature enough to go beyond.
-UI and UX
☼ Menu reworked with bigger text, more space and minor font fixes
☼ Screenshots can be taken anywhere with shift+F instead of just in battle (you have to paste them manually)
☼ Transition fixes between menus
☼ Games can be paused & resumed with backspace
☼ Games can be leaved when paused with escape
☼ Alt+f4 now works anywhere
☼ Tutorial menu added, showing through plain text and images how the game works (no interactive one yet)
☼ Player 2 (right) will get an alternate color if Player 1 (left) has the same grayish color
☼ Alternate player colors are dynamically shown in selection menus
☼ Color intensity and their alternates are now correctly taken in account in class selection and HUD
☼ A dead player has a darkened HUD
☼ Yellow HP bar has an exponential progression ; it is also frozen while the player takes damage
☼ Random hints are displayed at loading time
☼ Start and finish text is bigger and has the player color
☼ The fullscreen option now correctly spread the window on the screen
☼ Player damaged by bot shows a more intense red filter on the screen
☼ Credit menu updated with pages and more mentions
☼ Stat icon reworked
☼ Cancel with Heavy
☼ Go back with Special (see Dodge)
-Combat
☼ Jump button renamed special
☼ Default Player 1 special button moved from L to I
Recovery
☼ Cannot longer attack if recovery is bellow 5 frames, need to wait at 0
☼ Each point in Agility increases the recovery limit by 1 ; for example the chopstick can attack when bellow or equal 4 recovery
Every class would feel a bit more sluggish, which nerfes heavy classes
Movement Push
☼ Push calculation reworked
☼ An advancing player has more push power, less when moving backward
☼ Players are correctly stopped when sandwiched against a wall
☼ Cannot push when attacking, nor an attacking player
☼ Heavy classes can now better bulldoze their opponents, their jump still doesn't have much height but feels less crude
Jump
☼ Jump with special + up instead of just special
☼ When the jump with up option is enabled it works like previously with just up
☼ Gravity now constant for every class & stances, instead of being influenced by weight
☼ Jump have now 15 - Agility - Speed + Max(Weight x 2 - Strength,0) x 4 frames ; examples with base stances :
► Chopstick 7
► Unarmed 5
► Ballpen 10
► Gluestick 31
► Hexkey 28
☼ Jump power adjusted to have better coherence through all classes
► Slow & heavy classes jumps a bit higher
► Fast classes unchanged in practice
► Very fast classes (ie. Unarmed Pinky) have tempered height
Dodge
☼ Added
☼ Hard level AI would dodge instead of jumping to avoid a heavy attack
☼ When the dodge animation is not present, will take the last jump frame for the time being
☼ Chopstick dodge animation set to Side
☼ Triggered when the special button is pushed with no direction while on the ground
► For 10-Agility frames, the player is paused and vulnerable
► Then for 30+(2 x Agility) frames, the player is paused, transparent and invulnerable
► Then for 10-Agility frames, the player is paused and vulnerable
► 50-(4 x Agility) frames reload time
Agile players would fight much better with something else than reduced recovery time.
Dodging is intended to counter heavy attacks
-Ballpen
Back - [Heavy]
☼ Added
Side - Back - Up - [Neutral]
☼ Shortcut set to animation frame 3, frame 4
Side - Back - Up - Neutral - [Side]
☼ Added
This is the first ever 5 attack combo of the game !
-Unarmed
☼ Death shadow synchronized with the animation
Heavy
☼ Reworked
☼ Goes further up
☼ Damage reduced from 13-15 to 10-12
☼ Duration reduced to 43 frames
☼ Combo shortcut reduced from 25 to 20
Heavy - [Neutral]
☼ Reworked
☼ Damage reduced from 10 to 5
Heavy - Neutral - [Down]
☼ Goes further down to compensate the heavy rise
☼ Damage reduced from 15 to 11
This combo has now more juice, more coverage, less risk but less reward
-Gluestick
☼ Jump, Spawn and Death reworked
☼ New heavy gun sounds (less ninja-lawyers to deal with)
All basic animations are now reworked !
Side - [Side]
☼ Reworked
-Hexkey
☼ Minor height tweaks for the landing animation
Side - Back - [Up]
☼ Added
-Miscellaneous
☼ Knife and Scissors added in the class gallery
☼ Frame sound is played at start and not at the end of it
-Behind the scenes
☼ Frame data cloning removed to make the JSON lighter
☼ Class data standardized to improve working speed
☼ Created a small software to fill animation data, saving around 2mn of work per frame
-Bug fixes
☼ [0.1] Wind effects of the hidden animation still spawned when the player is stunned Fixed.
☼ [0.1.?] When an attack shakes the screen it will trigger at each hit frame instead of once Fixed.
☼ [0.1.?] When a combo is completed, the first attack of the second combo is counted as hit even if it failed, making the player able to trigger the second combo step without having to hit the opponent Fixed.
☼ [0.1.0.3] Wind effects and debug data do not take the camera height in account Fixed.
☼ [0.1.0.6] Selecting the mirror class breaks the class icon background in battle by shifting it somewhere else Fixed.
☼ [0.1.0.6] When Player 1 (right) use the special button, Player 2 (left) could not use right-facing attacks Partly fixed by changing L by I in default commands. By precaution do not set L as a button.
-Known bugs/issues
☼ [Demo] Gravity kicks in only when a movement attack ends
☼ [0.1] Controllers are only detected at game start
☼ [0.1.0.3] Cannot move the window in windowed mode, or at least it is very difficult
☼ [0.1.0.4b] Picking 50FPS or bellow could break a bit the physics
☼ [0.1.0.4b] When the game lags the physics breaks a bit
☼ [0.1.0.4c] Cannot select exclusive stance from random/mirror class in bot selection
☼ [0.1.0.5] x86 version unavailable until further notice
☼ [0.1.0.7] When a lighter hand jumps between the space between the heavier player and a wall, the push physic is incorrect for few moments
☼ [0.1.0.7] The tutorial mentions wrongly that the speed decrease dodge cooldown
☼ [0.1.0.7] When dodging the shadow stills shows the idle animation
☼ [0.1.0.7] The 5th attack combo with big icon might be cut for very small screens
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 0.1.0.6Nov 07, 2023
- Pre-alpha 0.1.0.5bOct 24, 2023
- Pre-alpha 0.1.0.5aOct 02, 2023
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