Sometimes it's the little things that take the longest to get right.
Recent changes in dev builds include:
- 'tap' while an opponent is in a headlock is no longer mapped to body slam. I'd observed players spamming with taps leading to inadvertent slam attempts - unfortunately if you don't have any stars, the technique fails and you get reversed. All slams are now mapped to swipes, which eliminates this type of frustration.
- the beginnings of a proper HUD, with health bars that show damage absorbed synced with the time of impact.
- visual representation of rage meter, used to give a player (computer or otherwise) that's received a particularly harsh beating a temporary reprieve and chance of comeback
- gameplay inside the ring is now constrained to a single dimension. I was torn on this, and it remains a compile time option. The arcade game that largely has been inspiring this effort used double-dragon mechanic, where you could walk sideways in the z-plane. For iOS, this unnecessarily complicates the gameplay, but also makes it way too hard to corner a human opponent.
- there's no longer any left/right asymmetry with controls; you can use either side of the screen to tap, drag, or swipe, with no need for a 'left handed' or 'right handed' setting; as a bonus, control is now working perfectly with Siri remote in the Apple TV port.
- incorporated a new "How to Play" mode, showing a sample match with visual representation of all the associated gestures as it plays out. Should make it more obvious how to leap of the ropes, get back in the ring (after being tossed out), etc.
Still a lot potentially to do. We're looking into revamping art among other things. If any artist/animator stumbles across this thread, feel free to shoot me a PM with link to your portfolio.
Last edited by Stroffolino; 05-27-2017 at 04:07 PM.