Hey everyone. I just wanted to give a quick update on what I’m working on right now. Not all of this will make it to the next patch. Apologize if there are lots of errors since I’m typing this up as quick as possible in order to get back to fixing.
-I’m trying to fix the Trainer duplication bug in multiplayer. I’m pretty sure I fixed the circles under the trainers duplicating but I won’t be completely sure until I put a new version up.
-Fixed not being able to leave your party. Since changing the game to third person, there wasn’t any way to leave a party due to the mouse not being available to click a button in the UI. Now you can once again leave your party by going into the monster menu(TAB) and using the mouse to click on the red close button on the party list. You can also leave your party with a controller by using RT+B.
-Fixed a bug where if you were on the second page of abilities and then changed to a monster that didn’t have enough abilities to go to a second page, that monster would then not be able to pick any abilities or switch pages.
-Fixed enemy monsters being highlighted at the start of battles. This was carrying over from having them targeted prior to the battle.
Cancel & Counter commands are new and may provide new exciting ways to battle. However, this is all still in testing and either of these could easily be scrapped if it ends up not working out. I think players would rather test this stuff rather than just hear about it, and since the game is still in an early state I’m going to put it out there so you can do just that.
-Allowing you to give a Cancel command to quickly cancel abilities at the cost of some stamina and meter. Will be cool to see how this comes into play. This will be done by pressing X on the keyboard or LT on the controller. If you have an ability queued up, it will cancel the queued ability. If you use it again while no ability is in queue, it will cancel your current ability at the cost of a bit of stamina and meter. The amount of meter consumed is the same amount as is gained by starting the ability that you cancelled up. So in the end you don’t gain or lose any meter.
Once abilities are within a certain amount of time until finishing they will no longer be able to be cancelled. For example, Scratch doesn’t have enough time to be cancelled once it has been activated. Fireball can be interrupted well within the activation time because it has a much longer cast time.
All abilities can be interrupted before they start activation, meaning melee abilities can be cancelled while your monster is still moving towards the enemy. The exception are charging abilities like Charge and Tackle. These cannot be cancelled once movement has begun.
-Allowing you to use the new Counter command. This will be done by pressing the C button on the keyboard or RT+RB on the controller. This will put your monster in a counter state after a short delay. If struck with a melee ability during this state, your monster will interrupt the ability.
If the counter isn’t triggered, then your monster will be briefly stunned following the counter state, giving the enemy the advantage.
Countering will briefly stun the enemy and give you advantage on your next ability. A quick ability following a counter will be hard for the enemy to interrupt but armored abilities can counter it effectively. A slower but stronger ability will punish armor attempts as well as blocks but will get interrupted by quick abilities.
I really thought it would be good to make counter a base ability rather than limiting it to only certain moves. This gives you the freedom to follow up a counter with anything you want. I’m sure there are more possibilities beyond my testing that I haven’t thought of.
Right now when you make an arena you choose which map to load up. With the customizable arena, it will just be one arena. Once you enter you can access a computer that will allow you to change the appearance of the map. From dirt, to grass, to ice, to some scifi looks.
This will let you change the look between battles without having to make a new game. It will also save me a lot of trouble of having to update many maps over and over whenever I want to add a new feature into the arenas so hopefully following this I will be able to focus more on polishing arenas as a whole.
I teased this a while back but I’m still working on it. It’s just harder to work on this stuff when there are so many bugs still around. But it’s working pretty well so far. You can battle different AI Trainers, one after another. AI that lose are deleted and replaced with new ones(harsh!) so being the King should mean getting some fresh battles each time. Players that lose are not deleted(phew!) but are just put at the end of the queue.
Bugs I’m still working on
-Third player entering multiplayer games cannot move. Can currently be fixed by being invited to battle or sometimes by pressing T.
-Local Multiplayer isn’t quite working since the third person change because both players have to share a camera. I’m working on a splitscreen feature that will activate when a local player joins but that will go away if the both of you battle each other.
-Monsters charging in the wrong direction. Still unsure as to what is causing this.
-You can enter arenas that are full making the max player size when creating arenas pretty useless as long as it’s greater than 1.
-Sometimes abilities will begin activating immediately, causing melee abilities to miss or for certain animations to play twice or something. It’s weird.
This patch came fast in order to fix a bug that wasn’t letting new players log in. Bug should be fixed, all logging in should be good now.
However, since this was rushed, there are a few things that I was still testing that made it into this patch. It is likely that there is a bug or two in this version.
I will try my best to patch things out as they are found. Please make a post to report any problems you find in the game. It really helps me fix things much faster.
- New players can log in again. Yay
- Monsters you battle are highlighted at the very start of the match
- Queued abilities sometimes don’t trigger when back in battle position after a knockdown reset
- Local multiplayer is a bit broken due to the new camera and split screen functionality didn’t make it into this patch yet. Should work fine during battles though
- UI for cancelling a queued ability isn’t there yet
- Still some UI that a gamepad can’t handle very well
- No way of cancelling a queued ability with a gamepad. I guess you can just block for now…
- Monsters don’t turn when you talk to them, resulting in the talk cam sometimes being behind a wall
- No way to early cast melee/short range abilities(Cast Now) since repeating the same ability command now queues up another one
- Abilities that are queued before the battle countdown starts are cancelled as soon as the countdown begins
Issuing a command while your monster is unable to perform the command now queues the command up to be performed as soon as your monster is able to. This should remove the need to spam keys in order to have your monster follow a command as soon as possible. Pressing X now cancels any ability in your queue(no UI for this yet).
Queued abilities are displayed with an ability icon on your monster during battle. This icon is visible to all players with a few exceptions.
This also allows you to queue up an ability before the battle has even started. Your monster will the perform that ability as soon as the battle starts. The queued ability in this situation is not visible to the enemy player. The same goes for when a knockdown reset is taking place(though that’s a bit bugged right now).
If the queued ability cannot be used due to not meeting a requirement such as having enough mana, the ability will be removed from queue when it would have been time to cast it. The reason for not removing it right away is because some abilities and some future ones give your monster resources which would then let you be able to cast the queued ability.
So the obvious drawback of queuing an ability up is that the enemy can see what ability your monster will perform next. There is an upside however. All commands have a delay between the moment you press the key and the moment your monster begins to react to this command. It’s a small delay but it’s a huge deal during a battle. However, if you queue an ability up and the time that it has been in queue exceeds the time of this delay, then your monster will completely skip the delay and go straight into performing the ability.
It’s an interesting feature that I was playing with in my dev build but now it’s out for others to test, though I wish I could have polished it up a bit more. It feels cool to tell your monster to perform a bite attack and then follow it up with a flareball. Without the delay it makes it almost feel like you are comboing abilities together. You can even try to queue a dash after another dash which looks a bit wonky right now but could maybe be effective in dodging multiple projectiles.
In this video you can see a counter attack in action
The idea is that if you time it against an incoming melee attack you will get a punish. Your monster doesn’t have enough time to transition into a block before the strike but an armored ability will activate on time allowing you to counter it yourself. This wasn’t an intended effect but it seemed interesting so I kept it in. If the counter isn’t triggered then the user becomes vulnerable for a short time. The counter also doesn’t work on ranged abilities.
I would like to do more with the counter. I’ve been thinking of making counter a base ability like block and dash. Your monster would do the initial portion of the counter attack in this video, and you would be able to select from a few different counter attacks to perform. By default it would be a quick counter like in this video that does a bit of damage and is too fast to block but can be countered by armored abilities. Another option could be a heavy damage ability that would still do decent damage past a block and would punish an armored response with a knock down but could be countered by another counter. Another option could be a throw maybe, that knocks the enemy down without doing any damage resulting in a reset which includes refilling the stamina bar for both monsters.
This is very WIP so I’ll have to figure out how to implement something like this without it making melee abilities too weak. I’ve been thinking of ways to make melee abilities more common as well as giving players more ability options during battles.
I’m putting this patch out earlier than I was going to because it fixes a huge bug found by Jason Rodriguez. So big thanks to him for finding it and helping me find the cause of it.
Fixed Monster Freeze Bug
I can’t guarantee the bug is gone for good, but I definitely fixed the root cause of it and haven’t experienced it since
- Fixed a bug that resulted in your monster not being able to receive any more commands in battle
Reduced Game Size
- Game should now be about 950mb rather than multiple gigs
Third Person Perspective
- New Third person perspective changes the way you experience the game outside of battles
- New PlayerHub supports the new 3rd Person perspective
- PlayerHub now includes the Arena and the Incubator
- ArenaHub & Incubator Room scrapped
Some improvements to the Wilds. Many more improvements to come as well as a probable name change to this since Wilds isn’t quite fitting for it. Will probably name it Sky Challenge and bring the Wilds back in another way.
- Improved the graphics a bit of the islands in the Wilds
- Increased the size of the islands in order to get the same amount of battle space as you get in the Arena maps
- Fixed a bug that brought your monster back to full health if you added or removed a stat point from your monster’s health stat
- Increased the healing in between islands to 40 from 20 to better fit the increased amount of health that the game received a few patches ago
- New camera when talking to monsters now brings you up close and personal
- Now has the same amount of force as Rock Shot
Sharing some of the testing I’ve been doing. Here you can see the new third person camera as well as the new camera for talking. I also tested the game in a landscape setting and after a lot of tinkering I got most things working in.
I’m testing out a new effect for spawning in. You can see it in action for the monsters here:
I will probably add it to the trainers too if I decide on keeping it. Maybe adding it to the environment would be a good idea too? To sort of simulate the whole world loading in.