Demo V03 Update


This update sees a number of refinements to combat flow, removing some sticky, unresponsive frames and allowing press through in some cases. Also fully implemented object pooling in the backend to secure stability going into larger and more complex levels. Also fixed a small error that was preventing enemies from being thrown like in my previous dev builds.  Thank you everyone who gave feedback to help identify where things could be improved. This refinement is an important step in preparing for new content in the future.

Tweaks

  • Removed pause time after dodging. The built in timer should be more than enough to prevent spamming and let combat play smoother from move to move. It seems silly this was still there.
  • Pressing attack buttons during a doge will now trigger that attack as soon as possible
  • Pressing attack when sword is sheathed will draw and swing as soon as possible.
  • Dodging or moving after stopping during the eat animation no longer drops it
  • Animation blending adjusted for attacks and fixed some non-responsive frames and smooth out transitions between and after attacks
  • You no longer kick bombs like a soccer ball and easily blow yourself up
  • Made small craters much flatter, the concave collisions were causing far too many issues for players in motion around the spawners
  • Remove all Instantiates from the project and now use pooling for all recurring objects to help stabilize performance and memory. The enemy spawners are the only ones not yet to utilize this but they will likely be reworked.
  • Camera will no longer wrest control from the player if you are trying to move the camera during a triggered change
  • Removed mouse scroll wheel weapon switching, now moved to number keys to select different weapon 1= throwing knives 2= bombs
  • Various minor level adjustments

Fixes

  • Mouse cursor now invisible and frozen while in gameplay
  • Fixed enemies snapping back to the ground when thrown and not damaged
  • Fixed eat interactions prompts not appearing and ranged weapon getting stuck after going through the boss doors
  • Touched up Worm boss script to be lighter on its calculations to help with some bad performance seen by some.
  • Fixed targeting arc not always showing up for bomb throwing
  • Fixed an error that made all enemies you throw shatter instead of being thrown at another enemy
  • Fixed dagger hit effect being super loud and not falling off

Files

HoundsOfValor_Demo_v03_64bit.zip 206 MB
Dec 21, 2019
HoundsOfValor_Demo_v03_32bit.zip 204 MB
Dec 21, 2019
HoundsOfValor_Demo_v03_MacOS.zip 213 MB
Dec 21, 2019

Get Hounds of Valor- Demo

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