Oh boy…. So, apparently I wrote a devlog update to post back in December 2017 about how bad we are at doing updates… and then I never posting the darn thing!
So now it’s been 6 months since our last update!!! That’s real bad.
So this is the list of changes to Shadow Fencer Theatre we were supposed to post about:
- Improved joystick support (thanks Rewired)
- Rumble!
- New (still temp) menu to allow better selections. Meaning Player 2 can select their own character. And if playing solo you can select AI difficulty.
- Oh yea, Character select… that wasn’t in there before. (we call it “Casting”)
- And Set select. (we call it “Scenery”)
- 8 new characters added (up to 14 total, only 2 more to go!)
- 1 set added (3 total, 5 left to go!)
- Music created for 5 sets (some still WIP)
- Changed scoring system from points to lives, which we are calling “Takes”. Each time you get stabbed, you are basically messing up the play’s story, so the director will have you use up one of your takes.
- Added an “Extra Take” rule that makes it so players have to win by 2.
- AI scripting adds random attacks to reduce some predictability.
- Improvements on some physics performance by switching out collider types.
- Set a max velocity to the sword throwing, helps with blocking.
- Recorded and editing SFX for character deaths
- And finally added a rotation to the characters when they move past each other. It was actually a rare occurrence so we never added it.
- Added a new death transition that looks like curtains closing.
- Added SFX for individual character selects.
There was more done, but since we didn’t start tracking stuff until recent, well…. It’s hard to remember. Most of that was behind the scenes stuff, not necessarily additions, but making it easier to work with. Can’t believe I never used Playmaker templates before….
And then this is the list of changes we wanted to talk about for THIS devlog:
- Fixed sword collision after death
- Up’d the movement speed/mobility of the characters
- Fixed some rumble issues when characters are AI
- Tweaked the Physics to make them barely better
- Improved AI
- Numerous other bug fixes including making sure the AI attacks correctly when they rotate
- Demo loop that triggers when menu is idle (shows off the gameplay)
- Animations for transitions, etc.
- New Set - Castle!
- New Set - Graveyard!
- New Set - Wild West!
- New Set - Zoo!
- Updated the City Set
- Visualized a popup for Extra Takes
- New Character - Jusborn the Frail (wizard)!
- New Character - Butch Cactusi (a cactus… man?)!
- Animations on the menu
- A new ShuddaHaddaLottaFun website! (www.shuddahaddalottafun.com)
- A new Teaser Video for Shadow Fencer Theatre
- And probably more….
Holy cow, that’s a bunch of text. Here, how about watching our new teaser video
In more super rad news, we are going to GDC! Shadow Fencer Theatre was selected as an Indie Game being showcased at the Intel booth on the expo floor! We are super excited to be showing off our game in our first major public showing!
We have much to do until then, and will be very busy. The plan is to do an update after GDC to talk about how it goes. But at the rate we do things, we’ll forget, and the next update will be sometime around the year 2057.
Peace out!