AI update Part 1 releasing as 00.59a and includes the following: - AI measures off for hits and attempts to maintain distance from player while remaining inside the player's VR play area. Note that right now we're using the minimum space required by the game for these dimensions (1.5mx2m) - AI will use punch combos depending on its skill level - AI will punch harder and more accurately based on its skill levels - AI has a library of punches and will select each punch based on its skill level before a match. AI will use punches based on its favorite punches. Note hat the first AI only knows two punches. I'll add more in part two of this update. - AI will now feint, and use feints when executing punch combos - AI will now predictively block incoming punches from the player depending on its skill level using a number of guarding positions - AI will cover up areas that are being struck hard or repeatedly based on its skill level - Weight class added to Circuit match cards - AI dizzy animation is now more pronounced - AI has many many more expression states and emotes actively during the fight, including anticipating potential incoming hits from a player - Still some glitchy movements and sounds, but a big improvement over the previous AI. I'll start cleaning this up in part 2 which won't be long coming down the pipes :-)
Small Tuesday Patch
Heavy bag mini game target fix. Also tweaked the force indicator size and moved the mini game button to a better location.
Sunday Small Update 2
- Added weight class designation to pre-match fight card - Some small cosmetic changes to fight card
Sunday Update & Patch Notes
- Added KO as a separate category for match victory (previously TKO and KO had been the same thing) - Remedied issue where judges sometime ruled incorrectly during a knockdown past the bell
Friday Update Notes
- A force meter was added to the heavy bag based on community feedback
Small Thursday Update: Match Stats
- Added total punch count to the after-match statistics report (re community suggestion)
Tuesday Update Notes - Weight Classes are here!
Adds the ability to choose a weight class in both multiplayer and solo play modes - There are eight weight classes from Flyweight to Heavyweight - The Host of a multiplayer match can choose the match weight class and this will display in the lobby list for joining players - While one weight class is not really easier or harder than another, they reflect the overall power of punches and the likelihood that a combo or punch chain will result in a player becoming dizzy (and thus susceptible to knockdowns) - The Heavyweight class reflects the most recent damage settings with heavy hits and fast takedowns using combos - The Flyweight class increases the number of chained punches required to cause dizzy states (drastically) and reduces hit damage which results in much longer fights (for our cardio loving crew). - The six other classes progress incrementally between both of these extremes and my hope is that there is a weight class for everyone that reflects their ideal play preference - Note that it might seem a bit counterintuitive for fighters to be able to change weight classes between matches, but I think this offers a flexible solution to help everyone find their fun and their own workout preference
Monday Quick Patch Notes
- Press the A button after your opponent forfeits/drops to exit the ring (instead of towel touch) - Eliminates (in theory) simultaneous knockouts/knockdowns
Small Patch - Ear Ringing
Reduced ear ringing - now only happens when you take a punch that is both superior in strength and precision (as opposed to strength only)
Sunday Damage Adjustment Patch
More emphasis on damage from chained punches / combos (IE, it's tougher to take your opponent down with single punches if there is no follow up within a few seconds) Giving your opponent time to recover is a bad idea. - Light hits cannot take down your opponent - All body parts have regenerative HP (same as before) but a certain amount of damage must be done to a body part before it will contribute toward knockdowns - Blocking hits will interrupt a combo chain (you'll still take the punch damage but there is less chance you will go down until later in the fight) - Precise hits do not have to be as hard to contribute toward a combo / chain that will take down your opponent