I recorded some gameplay of the coming v2.0 update recently. As I detailed in the last post, v2.0 changes a lot of physics and makes thing way less floaty. Also in turn results in higher speed as well. There's more than that of course, as I talked about some other stuff as well, but those are probably the biggest things as well as the most noticeable.
But as mentioned, I've recorded some footage of the update, so I'll share it with you guys so that you can get a taste of the coming improvements. Here's a GIF: https://twitter.com/IndieGameBattle/status/803916496262991873
And here is the full video! The GIF is taken from the end of the match: https://youtu.be/Oe-7CQ0HEUA
EDIT: More videos!
https://youtu.be/ndk8bYXoChs
https://youtu.be/JnhZf3pg5QE
Anyhow, I hope you guys like the look of the coming update. May still be a little while until it comes, but until then video footage will hopefully be close enough.
-Felix
Info about v2.0
Hey everyone!
This is just a small update I wanted to write, as I've actually been working a bit on IGB again. Just gonna say a little bit about how v2.0 changes the game, as there's quite a few changes to the overall gameplay.
First off, gravity and fall speeds are a lot higher than before. We have seen complaints that the game was floaty and we decided to take it to heart!
So, all characters now have a higher maximum fallspeed than before, and they also have higher gravity. This means that the max fallspeed they can reach is obviously higher, and the stronger gravity means all characters will reach the max speed faster as well.
A notable effect of this is that some recovery moves (up specials) are a bit weaker than before due to the higher gravity. We'll rebalance anything that is needed, but slightly weaker recovery moves is also part of the plan with this. We'll just rebalance it a bit if anything turns out to become a bit too weak.
We've also added something called jumpsquats. This is basically a very quick animation before a jump, where the character sort of gets ready for the jump. Think of it as crouching for a brief moment before jumping.
There are some new techniques you can do with this actually... With all that said though, jumpsquats do delay your jump a little bit, so jumping isn't instant anymore. However, it is only for roughly 3 frames (0.05 seconds), so you won't feel much difference with speed.
The main idea with jumpsquats is more controlled shorthops, but also that it gives the movement a bit more weight to it.
I've also changed airdodging a bit, so it has a bit less invincibility frames than before. Directional airdodge (wave) is also much stronger than before. Not much more distance, but it does have a lot more speed to it, so you can use it better to wavedash and such, but also to move in the air in general. We do intend Wave airdodging to be part of competitive play for the game, so it opens up a lot of possibilities if you can use it correctly.
Knockback growth is also higher than before. So a lot of moves may kill earlier than before, and characters will fly faster when launched.
And on the topic of hits, a lot of effects have been tweaked a bit. There is now less screenshake when moves hit. This is so the effect can be more subtle, and not so disruptive. As we don't want too much screenshake, as it may confuse players and make it hard to see what's going on.
Lastly, air acceleration is a bit reduced. You can still swap direction in the air pretty quickly, and airspeed isn't any lower, but it accelerates a tiny bit slower so that you can't swap directions as easy (even if it's still easy).
V2.0 is also going to add new characters and possible more as well, so this stuff is just a bit of what else is being done. We're currently testing a lot of this new stuff. We may record gameplay as well, so stay tuned!
-Felix
IGB 30% off!
Hey everyone!
Just wanted to let you know that IGB is 30% off here on Steam for the autumn sale! So if you haven't grabbed it yet, now may be a good time!
Here's the store page:
http://store.steampowered.com/app/407620
-Felix
Update! (and 1-year anniversary)
Hey everyone!
Sorry for the silence lately! Those of you who may be following us on twitter probably already knows, but for those of you who don't I decided to write this update. I should've done so sooner, but anyhow:
Lately, I'm not working on this game much. I'll say right away that it does not mean anything in the long run though, so you really don't have to fear any sort of cancellation or similar.
Basically, lately I'm simply working on another project of mine called Super Gear Quest. It's the next game I'll release and it passed through greenlight a month ago or so, so I'm putting most of my time into that. For those interested, it's kinda like Cave Story mixed with Mega Man and Metroid... So I recommend looking it up if that sounds like something you'd be interested in.
Anyhow, all this means is that some IGB stuff will be a bit delayed. I develop games alongside IGB. So I usually have a project I focus on, while IGB is still progressing further on the side.
Due to this I'm still working on v2.0, but it's going to be a bit slower than normal.
It hasn't been completely empty with IGB progress, however! V2.0 is well on it's way, and is still adding 5 characters or so. Salad Fingers will also finally be complete.
Oh yeah, and I may or may not be experimenting with a VVVVVV stage...
Besides all this, last month IGB turned 1 year old! It also means we managed to push out 100+ updates ever since release, within the timespan of a year!
These 100+ updates have changed the game drastically, and I'm really proud of reaching such a high number. Looking back at the first released version, it's barely the same game anymore, and I do believe we're a good example of what Early Access should be... Not all games change this much, or get 100+ updates in a year, either!
With all that said, thanks for sticking with the game, and I'll try to post updates at least a little bit more regularily, even if I may not always be working on IGB. Thank you!
-Felix
Indie Game Battle v1.995 released!
Hey everyone!
IGB v1.995 is out! We're not quite at v2.0 yet, so most new content is held off for this update. However, v2.0 was going to have so many improvements on the game itself that I decided to put out this new update early! Just so you guys can have a taste of the new improvements before new content arrives for v2.0.
Here's the changelog:
**Additions**
-Added the Warp Area stage!
-Added Starter to the character select.
-Added Edge to the character select.
-Added the Knockback Multiplier option.
-Added a results screen theme, which plays after the winner's victory theme on the results screen.
**Changes & Improvements**
-Updated NoLegs and Avatar Duo's renders, icons, etc.
-When hitting an opponent, you can now get out of endlag 20% faster than usual. This should help boost combos and speed even further.
-Made bloom effect less excessive. Stages and brighter effects should now be easier on the eyes.
-Players now have higher friction and will slide less when crouching than when standing up.
-Characters will now slide less and stop easier when exiting a walk.
-Fast characters will now slow down much less when exiting a run.
-Chip has been reworked with some brand new moves, several new animations, new stats, and new frame data.
-Reworked Jarvis' fair with a new animation and some new stats.
-Slightly improved Jarvis' dtilt animation.
-Improved and optimized effects for Matt's side special and neutral special.
-Matt can now press the special attack button again when using alternate side special in order to do a strong punch attack.
-Improved the animation for Matt's upair.
-Hitstun when launched increased a little bit.
-CPUs will now attack at higher range than before, making them a bit less predictable and more challenging, as they can't be outranged as easily and they will throw out more moves.
-Improved the timing on Salad Finger's 2nd jab hit, making it fit the animation.
-When a CPU controls The Kid, it will now stop in the air when it uses up special, so that the apple always hits (the issue was that CPUs would keep moving forward and therefore not get hit and use up b correctly).
-Optimized the Showdown stage.
**Fixes**
-Fixed bug where CPU/AI characters with intro animations would attack before the countdown at the start of matches if they were close enough.
-Fixed bug where you would sometimes not regain your up special after getting hit in the air.
-Fixed bug where you were unable to jump out of tumble in mid-air.
-Fixed bug where Bingo's 8th alt would show the wrong skin texture.
**Balancing**
*Buffs*
-Artist's ftilt, uptilt, dtilt, fair, upair, and dair are now faster.
-Artist now has a larger hitbox on fair, and the move sends opponents upward for combos. The move also no longer has a sourspot (sounds like a nerf, but it's a buff as it makes the move more consistent).
-Zee Tee's tilts and aerials are now all faster.
-Max & STEVE's neutral special now has less startup and less endlag. It also does a bit more damage.
-Pico's aerials and tilts are now a bit faster.
-Pico's neutral b now has less startup and endlag. It also has less shot spread and is more accurate.
-Pico's side special now has larger and stronger winboxes.
-NoLegs' ftilt, uptilt, nair, upair, and bair are now faster.
-Aria's fsmash now has a bit higher range to match the effect.
-Jarvis' tilts are now faster.
-Matt's upair and nair are now faster.
*Nerfs*
-Matt's up air and uptilt now have weaker knockback.
-Matt's nair now has a weaker sweetspot.
-Huey's up special now has less knockback growth.
-Chip and Bingo now have a running speed of 115 instead of 125.
-Matt's alt side special now does less damage, and much less shield damage.
-The Kid's HP has been decreased from 900 to 800, and his weight has been descreased from -6 to -12
-Felix
Indie Game Battle v1.99 fix released!
Hey everyone!
This is just a fix/improvements on v1.99. Not at v2.0 yet, as we have bigger plans for that! Here's the changelog:
**Additions**
-Added Timmy to the character select.
**Changes & Improvements**
-Tweaked the launch effect. The smoke now lasts shorter, is a bit smaller, and has a slightly more random pattern. The white trail effect is now also a bit less bright, as well as only visible when the character is launched at a higher velocity.
**Fixes**
-Fixed bug where attack trails and particle effects could stay visible on the characters sometimes.
-Fixed a missing material bug on Matt.
-Felix
Indie Game Battle v1.99 released!
Hey everyone!
IGB v1.99 is out! This update adds windboxes to the game, as well as Turbo Mode and the option to disable airdodges. Also reworks the UI! Here's the changelog:
**Additions**
-Added support for windboxes.
-Added Turbo Mode.
-Added a 3rd airdodge option; None. This disables airdodging completely.
**Changes & Improvements**
-Added some text on the UI healthbars to make the purpose of each one clearer.
-Characters who don't use PP in any way will no longer have a visible PP bar on the UI.
-Lots of different moves now have windboxes.
-Toned down the effects on Gip's super a little bit, to be less intensive as well as less blinding.
-Heavily improved the collisions on The Arena's lower parts.
-Felix
Indie Game Battle v1.98 released!
Hey everyone!
IGB v1.98 is out! THis is the first time ever sicne release where we've nearly went a month without an update. Though, to compensate, this update brings some good things! Mainly stuff like reworked hit effects, major bug fixing, several tweaks, and also some stuff such as a few new things for Salad Fingers... Here's the changelog:
**Additions**
-Added Climber to the character select.
-Added 2 new alt colors for Bingo, and edited his 3rd alt color.
-Added Salad Finger's forward smash, and neutral special. You can expect more new moves for SF in the coming updates.
-Added unique friction stats for characters! This means that some characters can slide more on the ground than other characters, while others may slide less.
-Added 1 new track to the Water Temple stage.
**Changes & Improvements**
-Improved nearly all hit effects. Hit effects should now look better as well as be less in the way of the characters.
-Landing when in tumble is now more consistent, and you no longer hit the ground multiple times.
-Optimized the lighting on the Mystery Manor stage.
-Matt and Electroman's attack effects are now a bit smaller and less in the way.
-Showdown is now less bright.
-When heavy characters land, it may give a slight screenshake.
-When throwing the box item, it will now do 5% damage instead of 7%.
-Player 7 and player 8 now spawn on the platforms on Showdown, instead of the ground. This is to make it less cramped when the match starts.
**Fixes**
-Fixed bug where if you landed on the ground, cancelled an aerial attack with a jump, or cancelled an attack in general earlier than intended, the opponent who was hit would sometimes not be hit if you attacked again with a fast move. In return, this could hurt combos sometimes, especially when precision was required.
-Fixed bug where some taunt effects could sometimes stick around after the taunt finished.
-Fixed major bug where if you slid off a platform while activating shield, you would lose control of your character until hit. This only occured during the startup frames for shielding, and not when the shield was up or when you were taking it down.
-Fixed bug where NPC enemies wouldn't show hit effects until after hitlag ended.
-Fixed bug where items could be oddly scaled when picked up, and becoming either too big or too small.
-Felix
Little status update!
Hey everyone!
There hasn't been any direct game updates for a little while now, so I thought I'd leave a little news update here to show that we're still going.
I recommend keeping up with our twitter if you aren't already doing it, as we post most of our stuff on either our official IGB twitter account, or my own personal twitter account. This specific update is gonna be more useful to you if you aren't following us over at Twitter, but maybe you'll see something you didn't know regardless.
I've personally been working a bit on other projects a bit too, but we've still gotten some cool progress on some coming characters. As seen in that GIF we've also reworked a lot of hit effects and they are currently a huge improvement over the old hit effects currently in the game. You can see more examples here! Still, focus will most likely be on Adventure Mode in the near future besides the constant improvements, and some occasional new characters and/or stages as usual.
Before I close off this update, I'd like to let you all know that we also have a public Discord chat now. Lots of developers and 3rd parties in there, as well as some fans. It's open for everyone and we try to have a good time, so if you want you can join in and talk to us there!
For those interested, join by using this link!
Hopefully you learnt something new this update (or enjoyed it). We hope to bring some more game updates soon!
-Felix
Indie Game Battle v1.97 released!
Hey everyone!
IGB v1.97 is out! Add's a new character, 3 new stages, and more! Here's the changelog:
**Additions**
-Dust added as a playable character!
-Added the Firkant Express stage!
-Added the Mystery Manor stage!
-Added the World 2 stage!
-Nicholas added to the character select.
-Ginger added to the character select.
-Lillian added to the character select.
**Changes & Improvements**
-Improved the AI on many stages. Such as the AI not avoiding certain areas and being able to cross pits easier, and recognizing more platform positions.
-The AI will now aim their recovery moves better. So when characters like Wizard, Zee Tee, and Electroman are controlled by the AI they will no longer aim their recovery sideways when they need to gain height.
-Improved some physics with clinging onto walls (mainly an issue where you'd cling onto a cieling above you as if it was a wall).
-Improved some physics with crouching. Players are now forced into crouch if there is a cieling/object very close above them and they are grounded.
-Lowered the bottom blast zone on Ruination Caverns a bit, as it was too high up.
-Ruination Caverns now has a few extra ledges.
-Fire status now does 2% damage per second, instead of 2.3%.
**Fixes**
-Fixed major bug where players could sometimes become invincible from a certain other player's attacks.
-Fixed visual bug where some attack effects would sometimes stay visible if an attack got cancelled.
-Fixed bug where the name of the chosen stage would be visible during the loading screen.
-Fixed bug where Aria's forward smash would hit more than once. The knockback was also buggy.
**Balancing**
*Nerfs*
-Chip's super attack now does less damage, and a bit less knockback.