Bug Fixes, New Mechanics, and More


Bug Fixes

Fixed a bug where the opponent attacked with a move that puts him in a grounded state but never recovers and stays on the ground.

User Interface Updates

I have updated all the buttons in the game to a texture with a slight gradient to give the buttons a 3d button kinda look. I also removed fancy text from all UI elements in an effort to make the text more readable. I also consolidated many of the menus, leaving fewer options for the user to choose from, as I don't want to overwhelm the player with too many options. Hit effects are now one menu item.


Animation Updates

I began a review of all the animations in the game. I started with the combat and all the special commands. I updated the animation blueprint to facilitate the mechanics of dodging highs and blocking lows by ducking.

I added animation for recovering from a knockdown. I added a defeat animation when the last hit is made in a round. 

Added Grab animations. They are buggy but they seem to work for the most part. Grab animations cannot be canceled. 

Added New Commands to expand the move list of the game. With the addition of these new commands, I have seen the potential for infinite combos. This is not an issue now as I can fix it later if it becomes game-breaking. To curb this, I'm thinking of adding a resource attached to the ability to cancel into other special moves and giving it a visual indicator to give the player more information.

New Game Mechanics

I added a new mechanic to the game that allows you to cancel any special move into any special move. This is attached to a resource called XGauge. You consume one bar every time it is used. I also had to introduce a visual and sound cue for this action. 

Game Balancing

Games are an escape from reality and I want to give the user the feeling of awesomeness as soon as possible so I'm giving the user four commands by default that are arguably the best in the game. This will give the user the ability to string together simple combos using these great commands. This however deminishes the commands that are earned but there are many to get.

New Sound Effects

I have added sound effects for Round Start, VS Screen, K. O. Screen, You Win and You Lose at the end of rounds. Kinda adds to the presentation quite a bit. I used inspiration from a popular series phase.

Save Game and Command System vulnerabilities

After playing around with the system for a couple of days, I discovered some vulnerabilities in the way it was implemented. I need to review all the systems that use commands and fundamentally change how they were stored, called, and used. 

It appears there are a few bugs that appeared after implementing these changes. We are trying to identify these and have them fixed.

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