Beta Update - February 18
Note: For those looking to try out the beta, you can do so by right clicking the game in Steam, going to "Properties", clicking the "Betas" tab, and choosing the "beta" option from the dropdown.
February 20 hotfix: Made impact effect even less "sticky" and made reduced the opponent's blocking power (and fixed some bugs related to the opponent blocking).
February 19 hotfix: Made impact effect less "sticky" and made glove travel back to your controller when it releases from an impact instead of teleporting there.
Hello, everyone! I've got a massive update headed out to the beta branch now.
New crowd sounds have been added. These are positional ambisonic sound fields instead of just being stereo sounds fixed to your head or mono positional sounds that come from a single point. The crowd will also now react to impressive hits (from either you or your opponent).
The punch physics have been extensively reworked. The game should be able to read punch direction more accurately, making hitting weak points far more consistent. Weak points now require more precision to hit to make up for this. The new physics makes the opponent's guard a little more powerful than before. If your glove stays in contact with the opponent for too long and is at risk of getting stuck, it will be teleported straight to the location of your controller.
Punch impact feel should be improved a bit as well. Your glove will lock in place when it collides with the opponent instead of sliding or tumbling around. A dust particle effect will play when you impact the opponent with intensity relative to how hard you hit. The hit impact sound effects now scale upward more quickly in volume with the force of your hits. Blocks now play a different, louder sound for high force impacts.
Please read through the full list of changes below and let me know your thoughts in the feedback thread here or by emailing me at [email protected].
If you run into a game breaking issue, please report it to me and then switch over to the rollback branch to go to the previous beta update.
Thanks!
Update Notes:
February 20 hotfix: Made impact effect even less "sticky" and made reduced the opponent's blocking power (and fixed some bugs related to the opponent blocking).
February 19 hotfix: Made impact effect less "sticky" and made glove travel back to your controller when it releases from an impact instead of teleporting there.
Hello, everyone! I've got a massive update headed out to the beta branch now.
New crowd sounds have been added. These are positional ambisonic sound fields instead of just being stereo sounds fixed to your head or mono positional sounds that come from a single point. The crowd will also now react to impressive hits (from either you or your opponent).
The punch physics have been extensively reworked. The game should be able to read punch direction more accurately, making hitting weak points far more consistent. Weak points now require more precision to hit to make up for this. The new physics makes the opponent's guard a little more powerful than before. If your glove stays in contact with the opponent for too long and is at risk of getting stuck, it will be teleported straight to the location of your controller.
Punch impact feel should be improved a bit as well. Your glove will lock in place when it collides with the opponent instead of sliding or tumbling around. A dust particle effect will play when you impact the opponent with intensity relative to how hard you hit. The hit impact sound effects now scale upward more quickly in volume with the force of your hits. Blocks now play a different, louder sound for high force impacts.
Please read through the full list of changes below and let me know your thoughts in the feedback thread here or by emailing me at [email protected].
If you run into a game breaking issue, please report it to me and then switch over to the rollback branch to go to the previous beta update.
Thanks!
Update Notes:
- February 20: Glove no longer locks in its rotation when frozen.
- February 20: Glove no longer gets counted as blocked if it grazes the opponents guard.
- February 20: Fixed some bugs with block impact detection.
- February 20: The glove block impact check is now the same regardless of which glove size you pick.
- February 19: Made glove release from impact freeze more easily.
- February 19: Glove now travels back to your controller when it releases from an impact freeze instead of teleporting there.
- February 19: Changed "Distance" back to "Endurance" and added short descriptions to each difficulty level.
- February 19: Slightly reduced the max volume of the lighter block hit sound effect.
- Replaced all crowd sounds and added reactive cheering.
- Made a bunch of physics system customizations that may cause all kinds of bugs.
- Major improvements to impact direction accuracy for weak areas and punch type read-out.
- Weak areas now require more precision to hit to compensate for the increased impact direction accuracy.
- Your gloves will now be much more stable when you impact an opponent and will be much less likely to roll off the opponent or around the back of their head. This also provides a sort of hit-stop impact effect.
- Added a dust/air particle effect when your gloves collide with the opponent.
- Your glove will teleport to the location of its controller if the game thinks it may be stuck or about to be stuck.
- Improved hit detection and collision handling.
- The ref will now motion for you to resume fighting before you are teleported to the center of the ring.
- Improved velocity calculations for punches slower than 10m/s and hopefully reduced some of the high spikes that could occur with punches faster than 10m/s.
- Changed the camera shake effect to play even when you take very light hits and added a minimum volume level for the sound that plays when you take a hit.
- Boxing dummy and heavy bag mass stat is now called "Mass Credit" and shows what percentage of the maximum potential mass you achieved for the type of punch you threw.
- The night gym venue no longer uses the timer tones but now has bell sounds again.
- Fixed a bug that could allow the corner "continue" and "quit" triggers to continue to be activated if you activated them and step out of the corner circle.
- Opening a cut or punching where an open cut is on an opponent will cause a blood particle effect instead of a sweat particle effect.
- Reduced scroll speed of menus.
- Added a scroll note to the slider on the side of scrolling menus.
- Removed automatic glove size scaling and replaced with predefined glove size options.
- Added a new section to the configuration info display panel with information about the glove and controller setup.
- Fixed some visual issues that occurred when the opponent was teleported to the center of the ring.
- Added some new animations to the trainer.
- Replaced the X marks on the boxing dummy with lights that play a noise and change colors when you hit their corresponding weak points.
- Changed the volume curves of hit sound effects to get louder faster as impact force increases.
- Added two levels of block impact sound effects based on force.
- Drastically slowed down the opponent's punch speed in Easy mode but increased their dodge and block speed to be the same as in Normal mode.
- Reduced the opacity of the controller outlines.
- Increase damage of body hits, but lowered body weak point damage to compensate.
- Renamed "Endurance" to "Distance" and "Extreme" to "Outclassed". I didn't mean to push this change, so these might change again soon. ːsteamhappyː