Demo V04 Update- Combat refinements
Hounds of Valor- Demo » Devlog
Version 4 is out! It contains a number of combat refinements. It also contains a number of fixes and tweaks for things seen in the game play videos people have been doing. I must thank everyone who recorded their playthroughs and gave their commentary, it has been some of the best and clear feedback I have ever gotten.
There are a few new combat attacks I am considering and the next steps will likely be to upgrade to unity 2019.3 before re-opening the next part of the level.
New Features
Grabbing and vanquishing enemies
- Reworked and expanded the enemy grabbing system to be more integrated with combat
- The enemy must be under 50% hp, small in size to have the chance to gain a red outline and be gradable
- Grabbed enemies will be slain with a quick animation, this will also heal the player for a small amount
- Will grant HP based on your current hp
- Enemy health drops were reduced and this is intended to be a more active way to turn enemies into health when you are low.
- Holding down the interact button when grabbing will throw that enemy to the target you are pointing to and destroy it
- Added new animations for grabbing/throwing
Many attacks have been worked over for timing, flow and animation
- Spin attacks can now be held and charged for a more powerful version
- Light attacks now trigger on button Up to allow for charging
- Spin attacks now have left/right animation variation
- Reworked most every combat animation with timing and connections to better flow from one attack to another
- A number of animations have been touched up
Worm boss reworked
- Reworked a number of parts of this fight to make it more fast paced and active for the player.
- Arena is now smaller
- Boss pattern adjusted to include moving across the ground
- Added waves of enemies when boss goes into stationary mode
- All movement is faster, does not breach as high
- Parts now visibly break off of the boss as it gets shorter
Tweaks
- Added prompts for when trying to pickup health armor or ammo when at maximum
- Updated enemy shatter effect to use a pooling, single particle based solution to prevent inconsistent performance with enemy slaying.
- Added a custom mouse cursor for the game
- Added visual effects to the enemy bite attack
- Added a more visible mouth to spitter enemies and updated their animations
- Adjusted jump power to be a little weaker for the first jump and more even for the double jump
- Ditched the default unity trailer renderer for a better weapon trail that is more crisp and clean
- Touched up animations and timing for light attack chain
- Re-animated heavy attacks and re timed
- Third in heavy chain is now a heavy swipe
- Changed combat rating to damage taken to make it clearer for now
- Added extra gravity to enemies falling to better match the player
- Adjusted enemy spawn locations in the arenas to not appear out of nowhere, enemies will now jump in from the sides or other more logical positions
- Reduced enemy health drops considering the new finisher health gain feature
- Updated animator to more consistently work with the jump+light attack combo
- Dodging movement is now speed dependent and control is given to turn mid roll
Fixes
- Fixed spamming start game button
- Fixed some parts of the GUI not scaling with lower screen resolutions
- Made some adjustments to hard camera limits when pushing into objects
- Fixed some errors with the monster arenas
- Fixed an issue causing inconsistent attack chaining
- Adjusted player Rigidbody to reduce mild jitters with physics steps
- Fixed a number of animator script inefficiencies
- Fixed enemies getting stuck in a spinning animation when jumping up/down from ledges
Known Issues
- Player physics can sometimes cause big launches into the air in some situations
- Player paws have some animation import issues causing them to slip through the ground in some animations
- The worm boss has issues when the game framerate is low. This will be fixed next patch
- The shattered parts of enemies will sometimes bounce when a new enemy is killed, this is being investigated.
- Performance issues will likely still happen with older graphic cards, try tuning down all graphic options as possible
- It was reported that some people are having loading issues for the demo. I added an invisible button on the Hounds of Valor title that loads the first mission directly, try that if you have issues.
Files
HoundsOfValor_Demo_v04_64bit.zip 211 MB
Feb 08, 2020
HoundsOfValor_Demo_v04_32bit.zip 208 MB
Feb 08, 2020
HoundsOfValor_Demo_v04_MacOS.zip 230 MB
Feb 08, 2020
HoundsOfValor_Demo_v04_Linux.zip 230 MB
Feb 08, 2020
Get Hounds of Valor- Demo
Hounds of Valor- Demo
Play a sword-wielding dog protecting the world!
Status | In development |
Author | DogatWorkGames |
Genre | Action, Adventure |
Tags | 3D, Action RPG, Animals, Cute, Dogs, Fantasy, Hack and Slash, Singleplayer, Third Person |
Languages | English |
More posts
- Demo V06 Update- All dogs playable in new Arena mode!Nov 14, 2020
- September Hounds of Valor UpdateSep 26, 2020
- Demo V05 UpdateFeb 27, 2020
- Demo V03 UpdateDec 21, 2019
- Demo V02 UpdateDec 14, 2019
Comments
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sounds awesome man ill be back on it when the new level comes out
can't wait to take another look at this! :D