A round of refinement

Rewritten enemy AI, and some random changes

 
Hello again! I've still been working a lot on Hit Me, Bartender! and a sizable update has been released. I forgot the free weekend was happening today, so I've put out all the changes I thought would be good as a first impression for a lot of new players. 


There's been lot of fundamental issues with this project due to the nature of it being developed in mostly two weeks. I've been trying to fix some issues at their root, and I must say, things are looking better! 
Opponents were very, very stupid, both logic and gameplay wise. I didn't use a state machine for them at all, and neither did the player, most changes were just been bolted on over time. 

Enemy AI has been mostly rewritten and now uses a "proper" state machine (don't hold me to that) which has helped achieve the following: 

  • Strafing to one side no longer has the issue of your opponent infinitely circling/chasing you 

  • Opponents have had tuned telegraph tweaks and now have more readable movement

  • Opponents will now indicate when an attack is going to happen by displaying an audible glint

  • Opponents now attempt to adapt to repeated player attack patterns

I haven't tested this as much as I've wanted to, either way it's a much improved first impression for new players checking out the game over the free weekend.
The fighting system was already fun but definitely isn't perfect. Attacks were hard to react to, with not much of a tell before they've triggered. 

Here's what I've changed regarding that: 

  • Fighter stances are properly mirrored based on directional aim. This visually makes telegraphing clearer and easier to see

  • Pressing and holding your hook attack will "charge" it and hit harder depending on the duration held

  • Aiming up or down will now target the head or body of an opponent, making body and head shots actually possible

  • Star punch can now only be activated when all stars are filled 

  • Knockback now takes effect on every landed hit to a varying degree

  • Weave animations have been tweaked to properly "roll" and stand higher when at one side 

Multiplayer is definitely still half-baked for now, but I've done a few things to help smooth it out:
  • Versus now has all previously described combat changes and various improvements

  • If the host has abandoned or ended a match, the guest is no longer booted to the main menu

  • Starting health is now adjustable
The gameplay loop for runs was extremely simple and didn't have much to it. I've been doing a lot of research and note taking when it comes to the roguelike genre to try and learn a bit more about it. I'm definitely not the most knowledgeable, but now I have a slightly better idea of what might work, and what won't. 

This new iteration is still very far from how I want it, but I think it's an improvement for now, until the next major update at least. (Hopefully!)  
  • A new level up system based on run score has been added. This introduces a new category of upgrades.

  • All drinks have been slightly rebalanced and no longer have near negligible effects 

  • Bets are only available at bout 3 and onward to help not overwhelm players. 
Everyone dislikes the tutorial and it really shows. Half of players quit within the first 5 minutes, that sucks! I'm trying my best to make the first 10 minutes as enjoyable as possible when you first try the game, this is what I'm trying so far:

  • The coach's tutorials can now be skipped immediately by holding R on keyboard or the left face button on controller

  • The coach has far less tips, is more concise, and has them spread out instead of all at once

  • The splash screen and controller notice for first-time players is now much less annoying

  • The total download size has been reduced by 20 MB


 

I really don't know what I'm doing, so the next major update might be split into smaller patches before getting a a proper news post. I really want to make the game look a lot better seeing as it's the first one I've published. The animations are hacked together from the citizen, no new models have been made since the initial release, and all the sounds still suck. I want to do a lot of new stuff soon, like: 
  • More file size reduction to reduce download time

  • New models for all 4 current fighters 

  • New models for all 4 current boxing gloves 

  • More drink and upgrade sprite art 

  • SFX overhaul

  • A more complete and cool looking arena/map

  • Actual thought-out game design with extensive testing before being released

I won't rush out any more patches without doing more extensive testing in the future, it was very stressful to try and finish this update in a timely manner and I don't want to do that again. Thank you to everyone for playing my game, see you in the next news post!
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