CJ Final Preview
Hi all!
I hope you had nice weekends.
I just wanted to put up a post saying that I'm aware that the CJ update has taken a little longer than expected to go out to The Dojo for testing. I'm still aiming to get it released in the next couple of days, I'm just ironing out some of the systems.
The reason for this is the complexity of the battle. As I've mentioned before I'm hoping to introduce some key improvements to the overall battle system. So the work done here will eventually be rolled out to improve all battles. This is a key change for the game, so once the update is out, your honest feedback will be greatly appreciated!
Effectively, all the renders and animations are complete. What's taking the time now is:
New on screen indicators: I'm spending a ton of time in photoshop creating these, and creating events in the game which make them pop up in certain circumstances. SO going forward it will be as simple as activating an event to have them pop up in a battle. However for now I'm doing the hard work of putting it all together!
New enemy "combat AI" system: Calling it "combat AI" is probably too generous a term. Basically it's a new series of switches and variables which mean that enemies won't just randomly spam moves. Instead there will be 3 - 4 basic moves which build towards bigger moves. This can be affected by several things, which all have to be coded in. It will probably take some fine tuning once released.
New enemy states: This includes conditions for when CJ changes stance (indicating she's going to use a big move, and you REALLY should guard. Also a new state you can inflict which delays her using her biggest moves.
Thank you all again for your patience in this. I am still aiming to get it into The Dojo in the next couple of days. In the mean time I've included some preview pictures below :).
Have a great day Heroes!








