PBAB

PBAB Update #6 - THE BIG ONE!

Hello everyone! This is a huge update so let’s get started right away.

First of all; there won’t be a public build for this one. I’m still working hard on a few things that just aren’t ready for play-testing yet, but I needed to push and update because my completed tasks list is getting way too big... If anyone has real interest in trying it out or helping with suggestions/squash bugs, join the discord here. I would LOVE to hear about any interest in PBAB.

"I don’t care, I came here for the changelog! Stop wasting my time!”

What you can expect in this update: Sound, Spawner, and Weapon overhaul. More screens, bigger arena, and many more smaller things that will probably disappoint me when I list them all out. All topped off with a generous application of bug-spray.

Without further ado,

Added

  • New enemy: Swinger. He doesn’t like it when you make fun of his name.

  • Beautiful lighting

  • New sound system with dynamic sounds and music (music todo). Featuring lovely groans by your truly

  • Moving camera for the next point:

  • BIGGER ARENA! It’s around 8x bigger than the original.

  • Footprints

  • New Weapon: Battleaxe

  • Enemy death animation

  • Player death animation

Tweaks

  • Spawners can now randomly select enemies based on a list I give it, and under certain conditions

  • Player now looks at the nearest enemy

  • Sand retexture

Fixes

  • Particle systems not destroying themselves

  • Blood disappearing with enemies dying (finally!)

  • Dismembered hands are cleaned with the enemy now

What’s next for PBAB?

I’m going to work on the weapon system and try to make it more modular. This means that enemies can hold weapons better, I’ll be able to make more varieties of weapons, and they should just function better all together. This also means that I should be able to make the handle of a mace do less damage than the actual heavy hurty end.

I really want people with smaller mousepads to be able to have just as much fun, so I’m thinking about changing the movement again. Or at least making it more accommodating for people who can’t move their arm/wrist as much. The point of the game is NOT to give you carpal tunnel. I swear.

Other than that it’s just adding more enemies, more weapons, and getting core aspects of the game down. I have SO MANY IDEAS for this game. I know I can’t put them all in, but that’s not going to stop me from trying.

Thanks for reading. :)

PBAB (Physics Based Arena Brawler) - UPDATE #3

Watch the video here.

Hello again, I did some work over the weekend and added some new FUN things! Would love to hear some suggestions or comments from anyone who is following this; just leave any feedback on the Youtube devlogs.

Added:

  • Player Physics - the physics of your weapon is now calculated into player velocity, and vice versa

  • Damage Text!!! This took me a while.

  • Enemy Overhaul: New sprites and they can punch you with their fists (needs to be tightened up, their hands will float around). They will flee if both of their hands are disabled!

  • Enemy hand breakage and dismemberment! Enemies won’t attack you with broken hands, and you can chop them off as well. Also… blood.

  • Player Health (currently does nothing)

  • Sounds for crossbow/arrow

Changes:

  • Minimum weapon velocity for damage (to prevent brushing damage)

Fixes:

  • Daze feedback not disappearing after un-daze

PBAB 1/30/2019 Update #2

Watch the video here. Howdy, added some fun things as well as some tweaks/fixes in this update.

Added:

  • Enemy Dazed feedback

  • Enemy health! You can now MURDER the defenseless squares.

  • New weapon: crossbow! You can even pick up the arrows and stab enemies with them. (I now realize they should be bolts)

Tweaks:

  • Made hammer easier to wield / more fun

  • Enemy daze time. Current formula for daze is:

    (weaponVelocity * weaponMass) / dazeTimeReducer + toughnessMultiplier
    Where dazeTimeReducer is 4, which reduces mace-class weapons to 3ish average, and sledge-class weapons from 30(!) to 6-7ish. This is a weird formula and I will probably optimize it.

  • Increased enemy mass

Fixes:

  • Hammer sound / crash

  • Crash where script would try to access destroyed particlesystem