Tier 3: The Dojo v0.19 Released.

*Hotfix v0.1921 added: Fixed the Paris Uppercut interference, which had a number of bugs.

*Hotfix v0.191 added: This fixed CJ always using the "corner toss" instead of the "throw" to the ground as well. Also Fixes Paris being able to interfere when the hero is in the corner, which meant the fight got stuck* - Hotfix attached below.

Hello Heroes

I hope you've all had a good week!

I've finally got the CJ fight into somewhat of a stable state. So I've released to The Dojo for testing :). The links are at the bottom of the page for Tier 3 Patreons to test. For everyone else I'm hoping to add this fight to the main game in a couple of weeks (As long as the new mechanics are all working etc).

This fight is a strange one, as it's by far the most experimental fight yet; however it doesn't feel like it as many of the changes are in the background! These changes will hopefully allow me to make improvements to all fights going forward by making them more dynamic. However the flip side to this is that with so many changes the fight will likely have some issues initially:

Bugs:

Lots of new systems interacting means lots of potential for bugs! So please do let me know if you find any and I'll attempt to fix ASAP!

Balance:

There will also likely be a bit of a balance issue in this fight. All previous fights have been quite similar in the way they play out but this one is more focused on QTEs. So the balance will likely need some heavy tweaking!

Hopefully with your help both of these will be fixed before the fight is added to the main game.

New Mechanics
Below is a quick list of all the mechanical changes that will pave the way for future improvements:

  • New on screen animations: These give abetter sense of things to do in the battle (e.g. Guard Up, Dodge, etc). I've made all of these in Photoshop, but I'm no artist so be kind :P. Hopefully they will get more slick as the game progresses.

  • New QTE's: Standing up now takes a QTE instead of TP (Each try gets easier and you automatically get up after 3). There are also single button "dodge" QTE's. This allows you to avoid some damage and even counter on occasions.

  • Enemy move cooldowns: CJ has "fast" moves, which are quicker, low-damage attacks. using these builds up towards her "strong" moves. Once a strong move is used she has to make several quick attacks before using it again. This will hopefully prevent the same move being used over and over!

  • Enemy "stances": CJ has different stances, which may trigger after she attacks. So you will need to pay attention to her character image. When it changes, it's time to get your guard up, otherwise bad things will happen!

  • New "Down" state: All previous fights have had a "down" state for when the enemy has knocked you over. However the CJ fight has TWO down states. "On the mat", and "in the corner". Both functionally work the same, but each one exposes you to different moves. This will allow more options for future fights as each will be able to have 2 down states going forward (Don't worry, they're both on the same cooldown so you won't be constantly getting knocked over!)

  • Interference / summons: As with any good wrestling match, the people on the outside of the ring also have their part to play! Occasionally Paris will jump in to help CJ with the fight (Pro tip: Once she intervenes there's a cooldown before she does again. So you're safe for a few turns after an interference!). Likewise, you can also call on Maria to help you as a one use move. Use it wisely!

  • New Match specific moves / status effects: You may not be able to use your powers in this match, but fear not! Now you have 3 wrestling moves to try on CJ!:

    1. Stunner: Medium damage / 50% change to stun for 2 turns.

    2. Sleeper hold: Low damage / 60% chance to inflict "Disorientated" (Prevents CJ using "Strong" moves for 3 turns).

    3. Slam: High damage

    Using these moves will trigger a "grapple" QTE, which is more difficult the lower your health. So be tactical when using them.

  • New status effects: Gives you the ability to "disorientate" or "stun" CJ. I will look to roll tehse out to other fights too if the mechanics work!

  • Event triggers based on enemy HP: Another way to mix up the fights and make them more dynamic going forwards!

    Thank you Heroes!

Tier 3 Patreons:

Please find the links below.

https://mega.nz/folder/xE0HGCqa#KI5CI1zJyOxED6pxzYZ9Hw

Decrypt Key is: KI5CI1zJyOxED6pxzYZ9Hw

https://drive.google.com/drive/folders/1mX9ysAbejME-UowxL32V7exm7xjr_GOH?usp=sharing

I hope you enjoy this fight! Given all the new mechanics, I am really keen to hear feedback on this fight. I imagine it will go through some changes before being added to the game. So any suggestions will be greatly appreciated.

Thank you Heroes!




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