This update focused on cards but also I also started the rewriting of the fighter code. Which you can feel in the fights already.
New moves
Karate
Dive kick
Rewrite of fighter code has begun, improvements can be felt
New start and end dialog
New card designs
Orwell cards
Buffs
Fused
Sorting of cards and see locked cards
Dynamic Headbands
Deadpan attacks fixed and rebalanced
Shorter days
One EXTRA DAY for the deck builder festival!
More phone calls in Hideout
General overall improvements
Demo Update MKC 0.90f854 - Optimization
This update is mostly about FPS. The city has been optimized and you shouldn’t see too many frames drops after this. Combat still needs optimization pass.
I also replaced the card images with some that make way more sense.
Bug fixes:
Map pause when in shop
Money fight saved wrong
Car smash before Sandy
Demo Update MKC 0.90f853b - New driving camera
This was supposed to be a short and fast update but I had to change the driving camera instead.
Highlights: New Camera Angle
New Water Shader
Here is a list of changes.
Orthographic driving.
New driving look and feel.
New lighting and day night cycle.
City rearranging
Tutorial explaining map shortcuts.
Map Updated
Quests updated
Faster Xp counter.
New fight camera settings
Options Menu:
Add volume sliders
Save settings fix
Shader work:
New outline shader for Icons
New Hole Shader for build
Water shader.
Bug fixes:
Upgrades Menu bug
Continue when no save
Car sound bug
Car audio listener
Ghost showing wrong animation
Small update to the demo.
Small update to the demo.
Bug fixes:
No hit on normal attack
Upgrades not working, player gets stuck
Continue, instead of play when there is no save file. Breaking the game.
After watching a few people play MKC on youtube, I realized I never explain, or show the DECK and Map in the city. So I've added a bit of dialogue to help.
Also the demo now checks if your save file is from a previous version and asks you to reset the game.
Demo Update 0.90f85 Upgrade your fighter
Upgrade Fighter in the hideout
You can now earn Upgrade Tokens you can use to buy upgrades to your fighter, at the Arcade machine in the Hideout.
You earn Upgrade Tokens by leveling after a night or finding them hidden in the city or hideout. Upgrades are permanent and will be active till you reset the game.
New Characters
Sandy
Sandy runs the Scrapyard. She can help you upgrade your car.
The Black Ninja
Find him, fight him and you might get something good.
New areas
The Scrapyard
Here you can buy upgrades for your car and help Sandy smash cars.
Car smashing is a new fight type where you smash stuff for cash!
The Motel
There is nothing special here yet, just a motel.
The Parking Garage
There is nothing special here yet, or is there?
New rules
Cards cap
Your fighter will now have a cap on how many cards they can carry when out fighting crime. If you reach the cap you can fuse cards together to make room for more cards.
Other Changes
New animation controller for all fighters
Objective arrows for all quests missions
Police are more aggressive
Optimization
Tons of smaller things..
Bug fixes
Pizza delivery
Some z fighting
Close button for all shop when using controller
Skip button, when getting rewards
Get 0 xp you get everything unlocked fixed.
Scanner not working after "you better get home" message
Enemy cards with wrong text fixed
Wrong times on starting deck
Pause menu fix in city
Watch a full playthrough here
Demo Update 0.90f8 Usability in fights
The focus of this update has been to make it more clear to the player what is really going on in the fights.
In prep state (card selection)
Cards now show the action time in sec.
Action points are bigger and clearer.
Animations show where the cards and the actions go.
Cards that “Exhaust” now have a bigger “Exhaust” mark and make a smoke animation when disappearing.
The deck got new graphics.
A ghost fighter shows you the move when the card is selected.
Actions preview on list
Preview opponent DMG by selecting the action images
In execution state
Action images have timebar
Action show over the fighters head when played
Actions are grayed out when fighter is busy (hit or in air)
The actions now show over the head
Other Changes
Fight are now shorter
Everything is rebalanced for faster play sessions
Quality option in options menu
You get the left over coins when a fight ends
Supers are now counterable
Timer blinks when paused
Fighter portraits on FIGHT UI
Fight ui now has coin counter
Show real starting deck when selecting fighter
New select fighter UI
New Police scanner!
Demo Update 0.90f5
The focus of this update is bug fixing and reducing player pain. Addressed both Mouse & Keyboard and Controller issues.
Change Log
Options menu
Resolution
Windowed
Vfx on/off
End turn button dimmed when disabled
End turn (Y)
Lock mouse in FPS mode
Added “skip” option, “for choose reward”
Scanner range increased
Color “E” in Briggs dialogue
Crime icon appear on Map and has longer range
Bugs:
No sound on some buttons in main menu
Pause menu issue with mouse
Pause Control graphic
Buy Pizza magnet in shop
Perks disappear in UI
KO animation plays twice
Dialogue appears multiple times
Space stops working
Card rearrange bugs
Next update will focus on the card game and making it more clear what goes on in the fights. Cheers!
Here we go! MKC is now a full on turn-based, deck-builder!! No, really it is!
MKC is a turn-based, deck-builder with real time execution. Select your fighter, explore the city, collect cards, fuse cards to create combos and fight you way through South City's
That is the final pitch, so how does it work? It simple really.
Spot opponents moves
Pick your counter moves
Execute and watch the action play out.
Here is 5 minuts of long gameplay.
And the best thing is you can go and play it right now!! The demo has been updated and is ready for you, now go play some cards!
Cheers Bo
New Keyart and description.
Hi all
Check out this awesome new Keyart by https://twitter.com/sobrassart
That's all. Still working on the next update big things are coming to the demo soon...
Here is a teaser.
The New AI DEMO version 0.83
New AI
After introducing the new normal attack types in the last update the AI felt too weak. I had a look at Attack and Defend patterns and found that the AI was structured wrong so decisions were made too slow and with the wrong info. I restructured the decision making to something like this. Each fighter now has a reaction time, decision time, change defense and change of attack. This makes them feel way more responsive. When choosing an attack action the AI then selects patterns based on distance then health (does the AI have attacks used only when low or high health). Then the list of available actions are sorted by priority and an action is selected. Defensive actions are selected based on type of attack and sometimes distance. I also want to simplify the patterns and have fewer of them. A pattern is a sequence of button, d-pad inputs the AI gets and how long the button press is. Before they would have pretty long sequences.
Example:
Back for 0.2 sec.
South button 0.3 sec.
Forward 0.4 sec.
South button 0.3 sec.
North button 0.3 sec.
This would look great but for fighters that can react to attacks it would get interrupted and they would have to make a new decision or for fighters that won’t react on hit they be suck in the sequence and look a bit Dumb.
New hit and hurt detection
While working on the AI and watching a lot of AI fighting AI I started noticing that the hit and hurt detection was off. It took me a while but I found out why. It has now been fixed and combat feels more responsive now.
New AI patterns and rebalancing of fighters
All fighters have now been given new AI patterns that use the new system. Their speed has also been tweaked to add greater variation. Also some fighters now have a dive kick.
The low kick and block able attacks
Low attack now works like a Dragon Punch launching an enemy into the air. It is also an Invincible Attack. Now that we have invincible attacks some SUPERs like Orwells van of friends are now invincible since it can be avoided by jump. Other SUPERS like Christie's Line for lighting are still blockable.
Color Variation to Enemies
I’ve also added some new color variations to the enemies.
New rules
Persistent health doing a run. The biggest change to the game is that now you keep the health you have after a fight. No more getting free health after each fight. This makes the Health cards way more important. The health cards have also been boosted a bit to not make it too punishing. There is now a shop open from day 1, so you can buy extra health cards from the first night.
New tutorial
With all these new changes a new tutorial was needed. So I've added an exploration of the combat UI and an introduction to the city.
The next update will focus on enemy fighters, city activities and the length of the demo.