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CRAZY CAGE News

Input Delay Fix, Charged Melee Swings, flappy flight & better physics collisions

Today's update fixes a very long standing bug which resulted in an enormous constant input delay to the character. Without this input delay the character control feels much better.

Additionally fixes were made to the characters arms & melee physics & collision processing to fix the clipping that sometimes happened and make the arms less stiff but also less prone to shaking all over.

This update also introduces a new feature: Charged melee attacks!



Hold the melee button to pull your characters arm back until fully charged then let er rip! Melee attacks do extra damage depending upon how charged they were before the swing. Releasing right as the charge is full results in the most effective hit but holding a charge past full delivers a hit which is still better than an undercharged hit.

Flying has also been updated so that to fly you now need to time your arm flaps to attempt and maximize your arms vertical range of motion. IE bigger flaps = better flight

EXP & Challenges are still not enabled fully but coming soon!

Thank you!
Cody

Big Improvements - Performance gains, Physics, Character Stability, Full Gamepad



*Edit: Pushed another update saturday to address some spawn collider issues and further stabilize the left arm, as well as a few small map fixes.

Hello!
I am happy to be pushing another update!

I have worked hard on performance improvements (I'm sure there are still a few more iterations I'll have to go on this) but it should be greatly improved.

Character stability & collisions getting stuck have been worked on.

Guns have been re-balanced to be more fair against melee, this included a buff to boosting and the knockback from attacks in the opposite direction of your boost has been lowered.
Boosting was also worked on to provide smoother movement and allow up steeper inclines.

Scorestreaks were made to be easier to avoid and kill as well.

The pre game launcher settings have been removed in the newest Long Term Production support version of Unity so an in game graphics menu had to finally be created! This means the game should now have full controller support.

Leveling, challenges, and exp still remain disabled until the unlocking features have been added. (Yes this means in the future you will not have access to every appearance option/scorestreak without leveling up and completing challenges first).

I'm sure there were more changes I forgot, hopefully another update will be coming soon!
I need to finish the unlocking feature, finalize the multiplayer, multiplayer menus, & steam integration.

Hope to play with you soon,
Cody

BIG update & new video

Hi!

Very happy to be delivering a new public announcement & game play video after all this time.

I have been hard at work on many new features, fixes & optimizations. Hoping to get into early access soon, this summer! I will be pushing this update to the steam beta in a few days.

I am hoping to participate in a few indie events such as the Big Indie Pitch which drew the motivation for making a new video.

Thank you everyone, hope to play with you soon!

Cody

[previewyoutube][/previewyoutube]

Huge physics overhaul, improved framerate performance & stability


This physics rework was necessary to help support lower end machines and in trying to make the online experience better and more consistent. More optimizations will be coming in the future but most of my focus is on finishing up and tightening the mutliplayer.

We've had several successful online beta tests so stay tuned! I'm very excited about the progress of the game :)

First Dedicated Server successfully setup for CRAZY CAGE!


Playing against bots with 30ms ping on a headless linux dedicated server build from Philly to Canada!

The online gameplay is getting pretty smooth. Planning on releasing the dedicated server builds for players to step up their own dedicated servers too :)