Breakables Now you can punch and kick to break some of the smaller objects in the game. Items like chairs, crates, barrels, and many other objects have been included in this update. If you can't punch or kick an object, don't forget to try stomping or bowling over it! Almost everything in the game can be broken! (almost!)
Gang Aggression Some of the later levels of the game features enemies that gang up and collectively act a bit more aggressive. I have enhanced this apparent aggressiveness by giving waves of gangs more than 1 leader.
Almost Dead When a player's health drops below 10%, they will now see a faint red pulsing blood border around the screen to remind them to go find some health.
Robot Effects Added sound and particle effects to the Journalist's Robot in Scene 2. I was rather shocked that none of my testers happened to notice that this boss was completely mute.
Paint Buckets This is not a big update, but I thought it would be funny to mention that the paint buckets in levels 5 and 7 now spill out colored paint. This update was inspired by the new ability to destroy breakable objects by punching and kicking. Go break some paint buckets!
Small Fixes There were many minor fixes in this build, but not really worth mentioning individually. Things like setting the order in layer for some of the objects on tables or adjusting the width of the fence collider in the Spider Tank's arena (to prevent the Spider Tank from pushing you through the fence). I added a few extra props here and there to fill in some gaps, and so on.
Alpha Update: Punch Speed & Menu Bugs
Punch Speed Made adjustments to Fat Kid's initial punch speed. The game felt like you were throwing punches underwater, so I doubled the animation speed for punching and found that everything looks and feels a lot more natural now. I checked to make sure that Punch would not become overpowered when the skill is maxed out, and everything passed my personal evaluation.
Skill Tree Adjustments Due to the initial speed increase for punching, I had to make some tweaks to the Punch Skill Tree. Before the adjustments, I had allowed punch skills to level up faster than all other attack types. With the new adjustments, everything levels at the same rate (except Farting, which now levels a little faster than before)
Character Stats I spent a little bit of time tweaking some of the character's stats. My main focus was on health and damage. Characters affected include the Museum Staff (Guard & Guide), all of the Shadow and Zombie characters and the Mascot.
Menu Fixes I fixed a couple of minor menu glitches. You may now use the Escape (or Cancel button on XBOX Controller) to go back to the Main Menu while navigating menus.
Alpha Update: Controller Improvements
Button Mashing While watching a few beta testers control the game, it became obvious that the average player is going to want to mash the buttons while attacking. The original design of the game required the player to wait for each attack to impact with the enemy before placing their next attack. Although I personally appreciate this combat approach, I became concerned about what the average player's game experience might be like, so I have opted to convert the controller to allow button mashing instead.
Random Punch & Kick By allowing button mashing, I have had to rethink how Fat Kid throws punches and kicks. The original design set the punches and kicks in sequential order. With the new button mashing approach, I have decided to throw punch and kick attacks in random order. Please note, that each variation of punch and kick has slightly different damage and kickback settings.
Disabled Mouse The game is meant to be played and navigated using either the Keyboard or XBOX Joystick. Some beta testers were experiencing issues while attempting to navigate the menu system with a mouse. So, I have disabled the mouse entirely.
Pathfinding Boundaries I spent a little time fine-tuning the Pathfinding boundaries for enemies on all levels. The original boundaries were nearly twice the size as they needed to be. The purpose of this alteration is to help reduce the load on the processor while the game is playing.
Almighty Museum Staff While watching beta testers go through the various levels, I noticed that the Museum Guard and Guide's health seemed unusually high compared to other enemies on the same level. After investigating this more closely, I came to discover that they were regenerating health more rapidly than any other character in the game. This was not intentional and has now been corrected.
Alpha Update: Bug Fixes
Steam Achievements Added
Changed Death Menu Restart and Retry buttons to be more obvious which button is currently highlighted.
Fixed Score to include Item Pickups, Hit Combos, Regular Attacks, and Special Attacks in the totals.
Increased the size of the Coin, Health, Energy and Food trigger collider to make them a bit easier to walk over and pickup.
Go!Cakes NOTE: Go!Cakes are a cupcake on a stick that appear on screen to guide players to the next wave * Go!Cake only appears once per wave and disappears when the player crosses wave wall.
* Prevent Go!Cake from reappearing when backtracking the level.
* Removed Go!Cakes from Hell scene
Flagged Parking Lot Islands and Parked Vehicles as Obstacles on level 6. Enemies were walking through these obstacles which made it difficult to figure out what was going on.
Improved the Theater Elevator to minimize the chance of player missing their ride to the next floor.