Major Update - v 0.2 (March 11, 2024)


Update v0.2

Melee attack system overhaul

Switched from a timer based input for basic attack combos to an animation based input queue as seen in various other action/beat em' up games. This allows players to press the basic attack button right before recovery frames until the animation completes to immediately attack again once the current animation has completed. Attack animations have been made longer with more attack and recovery frames to accommodate this improved system.

Combat ability rework

To address the lack of non-Special attacks and to add more utility, some new moves have been added to character's moveset.

  • Kick: binds to [Left/Right]+[Attack]. This new ground attack allows you to crowd control enemies in a large area. 2 hit combo.
  • Rising Kick: binds to [Down]+[Attack]. This new attack works exactly like the Cyber Sword's previous uppercut attack, launching both the player character and enemies upward, but now is apart of the character's basic moveset. Can be used only once until character has landed on the ground, can be used both on ground and mid-air.
  • Edge Seeker: Binds to [Special]. Replacing the Cyber Sword's uppercut move, this new attack launches a low hieght projectile that freezes enemies in place on contact for a set duration and peirces through enemies. This new Special Ability is excellent for long range crowd control.

Gameplay

Player:

  • General
    • Fixed an issue causing only one enemy to be damaged by an attack, even if the attack hits multiple enemies
    • Reduced the hit stop effect on combo attacks
    • On player death the current level will now automatically be restarted

  • Special Abilities
  • General
    • Fixed an issue causing Special Abilities not to trigger when having the correct amount of Energy to use
  • Cyber Sword
    • Removed the Cyber Sword's mid-air slam ability
  • Shield
    • Reduced the Repulse Shield ability cost from 6 to 4 Energy
    • Fixed an issue causing the Repulse Shield's knockback effect to not effect enemies that come into contact with the effected target
    • Reworked Barrier Shield to allow movement and attacking with any weapon, but cannot gain Energy while the ability is activated. Holding the ability bind while activated will deactivate the ability costing 0 Energy
  • Basic Attacks
  • Punch
    • Added an additional attack to the Punch, making it a 4 hit combo
    • Last attack in the combo deals 2 damage
  • Dive Kick
    • Increased the dive kick attack's downward velocity by 1
    • Increased the hang time on activation of the dive kick to 0.2 seconds from 0.1 seconds
    • Fixed an issue causing the dive kick deactivation to be inconsistent
    • Added a 0.1 second window to the end of the dive kick ability that disables movement and attack
  • Movement
    • Added the ability to start moving mid-air
    • Fixed an issue causing character movement to stop, even while holding the movement button


Enemies:

  • State machine
    • Fixed an issue causing enemy behavior to reset to a non-combat state, even if the player is within attack range
    • Fixed an issue causing damaging enemies to break enemy AI behavior
    • Changed enemies' player detection behavior to be more consistent
    • Added a timer to all enemies that ensures they return to a non-combat state when attacking in the event the non-combat state trigger doesn't change enemy state
  • Turret
    • Fixed an issue causing the "Turret" enemy to permanently be at 50% opacity, even after exiting damaged state


UI

  • Menu Interface
    • Added keyboard inputs for menu button prompts
    • Adjusted Objective UI to display both controller and keyboard inputs
  • Menus
    • Replaced "Patch Notes" screen with the appropriate "itch.io" website redirect
    • Changed the "Test Level Complete" screen after completing a level to only allow selecting the "Go to Post Game Survey" button. This was done to increase the amount of feedback responses on the survey
    • Changed the "Return to main menu" prompt to have higher contrast button colors
    • Fixed the displayed cost of Special Abilities to now display the correct number of Energy in the Character Select menu

Get CyberForce - Gameplay Design Test

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