Demo V04 Update- Combat refinements


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

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