Just a quick update to fix a few things. CHANGES: - Replaced most of the walking animations to remove the "herky-jerky" boxer walk. Fighters should walk much smoother around the ring. FIXES: - More tweaks to the AI, and how they use the ring. - Fixed some issues where certain combinations of AI boxer styles would not get close enough to eachother to land punches. DEV UPDATE: Work has started on the new press conference feature - and it is looking to be pretty hilarious. My idea is this: You will have random press conferences throughout your career, and the questions will be procedurally generated from the reporters, based on a matrix of sentence fragments. You will have the ability to change your character's expression when you answer, and speaking through the mic in your computer moves the characters mouth.' This system is already in place and working on my test build. NOW here is where I could use some ideas or input. For online fights (if I can ever figure out how to get them working properly!) there will hopefully be a "press conference" where you will get a procedurally generated question from the reporters, and will have to answer it/talk trash to your opponent. This will be what is referred to in the gaming industry as: hilarious. But for the more pressing issue,how do we implement this into the current career mode, and not make it boring and repetetive? Here are some of the ideas I am playing with: 1. Employ the procedural question idea, to the answers also, where you could build sentences by selecting different options available. Have a "tree" of partial sentence parts that you navigate to "build" your unique answer. 2. I could maybe figure out a way to use the mic input to "score" your response somehow. This could be fun for streamers/RP... 3. I could go the 2K route where you get a few answers to choose from and have the style of answer affect your attributes or your opponent's. 4. Ask you guys for some cool ideas for a brand new system for dialogue/interviews.
[ 2022-01-27 17:29:16 CET ] [ Original post ]
First off, I really wanted this patch to introduce the first tier of ONLINE MULTIPLAYER... that was the plan. However plans don't always work out, and i guess this dev cycle was proof of that... This update took a while to get out because most of my time was spent trying to, unsuccessfully, implement working multiplayer over network, and experimenting with "Machine Learning AI" for the boxers. Unfortunately ML does not lend itself well to boxing, as the AI - instead of "learning to box" learned to cheese the system, and didn't act realistically. After struggling with that for a few weeks, I decided to go back and just tweak/improve my current AI. As far as MP, it is quite far along, but still has issues that need fixing, which is why it is not in this release (well it's hidden in there but disabled hehe). It's current state is: You can create an online boxer, join a server in any region and host a room. Once two people are in a room, the host can start the fight. Fighting works, but there are some really funky things happening as soon as someone gets knocked down, which is basically game-breaking, and I will have to figure out some sort of solution, in the future. Developing multiplayer is extremely slow, as every time I want to test it, I need to wait for the new build to finish, and then run two versions of the game. For this reason I decided to just push an update with all the other non-multiplayer fixes/improvements implemented. NEW FEATURES: - Added "Boxer Styles" to the AI. This is just the first tier of implementation of "Boxer Styles" into the game. At the current moment it is a very basic system (that will be expanded upon!). It currently only affects the AI, and it's decision making. (In the future I would like to apply this to the player as well, and add different animations for the various styles, but for now it is AI specific.) - The styles in game now are 1: Traditional 2: Boxer 3: Counter-Puncher 4: Aggressive 5: Evasive. They can be set in the roster creator, or in the last column of the excel roster's spreadsheet. If you are having any issues with your rosters, you may need to add the boxstyle column to your roster in excel, however the game should assign styles automatically, to your current rosters. - Improved AI decision making, Ai is now more intuitive and is also more aware of it's health/danger. It will become evasive when in trouble, aggressive when its opponent is in trouble. - Implemented and slowed down the AI's 'decision timer' to alleviate some of the cpu requirements for the AI, improving FPS performance. - AI now, more closely, mimics human reaction timing. The AI will now use more of the ring, and moves around more in general. - WIP: Implemented a system where the ai "watches" your punches/movements and attempts to counter your actions depending on it's "boxerstyle" (i.e. Counter Punchers will try to counter, evasive fighters will try to dodge, etc) GAMEPLAY: - Increased the velocity of a lot of punches in the game, most leaning punches will now throw with more force/speed. - Increased the regen rate for health, and increased the damage landed punches make. (The idea behind this change is really from one of our community members. He pointed out that most boxing KOs, in real life, are not happening from "working a meter down" over time. It's usually a quick combo of a few punches, or multiple combos "catching" a fighter, and stunning him.) So hopefully this change will help represent that idea, with more damage, and more regen, you will now have to combo punch your opponents to finish them. - AI Fighters now will back away to their corner correctly after a KD. - Reduced the amount of weight loss from working out, to give you some extra training time. QOL: - Backend updates to physics engine, ragdoll, collision matrix. - New Main Menu and Menu fonts (lol no more floating ring that makes zero sense at all - thanks Boxing Fanatico! ! haha) - Boxer's now have a stare down after weighing in! (again Fanatico with the great suggestions!) - various gfx updates to menus and text. BUG FIXES: - Fixed a bug where DODGES were not working at all. - Fixed a bug in career mode where your health meter would appear to be HALF HEALTH until you levelled up your HP(this was only visual). - Fixed a bug where punch stats were REVERSED between the two boxers, in between rounds on the "copycat-stats" scorecard. - Fixed a bug where your shirt during sparring was appearing pink. - Fixed a bug where the crowd models would clip below the floor during certain animations. - Changed the way punches are communicated through the backend for use in multiplayer. - Updated MAC OS and Linux versions for new M1 hardware, and brought them up to date with the PC version. - various bug fixes I can't remember right now.
[ 2022-01-23 19:23:54 CET ] [ Original post ]
Just a small hotfix for a few bugs: BUG FIXES: - Fixed issue with uppercut animation looping continuously when thrown while leaning. - Fixed bug where camera would not reset to default position after a Knockdown. - Fixed bug where the sponsors were not showing up on the Ring mat/Canvas. - Increased the boxer's stats for your first few opponents so your first fights last a little longer.
[ 2021-09-05 21:39:44 CET ] [ Original post ]
Hey all,
Back with another update! This one focuses more on the graphical aspect of the game, but there are some backend fixes as well.
One of the things that really DIDN'T look good in the game was the hair models. I made them myself a LONG time ago as "placeholders" for something better in the future. Well I'm glad to say that today is "The Future" Marty... It was truly one of the main aspects of the game that stuck out as totally amateur.
I know we ALLLL LOVED THE GIANT RIDICULOUS AFRO, but it had to go. It was actually obscuring our view of the fight haha!
In fact, in the backend of the game, the Giant Afro and the Giant beard's Game Objects were actually labelled "Hair Stupid" and "Beard Stupid"... I decided not to change the names for posterity.
ON TO THE UPDATE!
NEW FEATURES:
- BRAND NEW HAIR MODELS!!! 23 Total hair styles, with 7 different beard options. Many new options for everyone, and much nicer looking models/designs. Some of the models I might work on in the future, as there are some transparency issues using certain colors, but for the most part, using dark hair colors, they should be good.
NOTES ON THE NEW HAIR:
- The roster builder is setup to use the new hairstyles, and also old rosters built with the old hair, will all have their hair switched over to the new respective models automatically. However you may notice some color/style issues as I have not updated the rosters to use the new hair.
- However the new models are not exactly the same as the old, I tried to pick similar ones, to replace the old ones (i.e. new afro replaces Stupid Hair etc. etc.)
- Furthermore, since there are 11 new EXTRA hairstyles that didn't exist before, rosters built with the previous version of the game, will not have AI fighters with the newest hairstyles #12-23.
FIXES/QOL:
- Fixes for minimum collision speed on the boxers (trying to minimize the damage caused by walking into the other boxer and head butting, etc.)
- Weigh In properly lets the user know if there is a purse penalty in effect for the fight.
- Fixed head moving like a Drunk while walking forward.
[ 2021-09-02 02:08:12 CET ] [ Original post ]
ART OF BOXING 1000 Punch Update!
Hey everyone, back with a MAJOR update to all facets of the game. A lot has changed and I will attempt to walk you through all the changes, and fixes in this update. Also a look forward to what is on-deck/next to KO. Without further ado, lets get into the details!
NEW CHANGES TO THE PUNCH SYSTEM:
OK. So after my purchase of an Xbox Kinect - I dove into mocap... in my living room! And it actually worked really well! My main issue with Art of Boxing's fighting (haha well there are many...) was that you could lean, and you could punch.... but you couldn't do BOTH at the SAME TIME!
Every time you pressed punch, your boxer would straighten up and punch from an upright position. And every punch was the exact same.
So here is my solution:
The GIF isn't great, and is taken from my workspace comp from within my development environment, but basically what I did was record myself throwing a jab, hook, and uppercut with each hand (in mocap), while leaning all 4 directions. Than I made them "blend" together depending on how much you lean, and in whichever direction you choose, that's what you are seeing here in the GIF.
What does this do? Basically before, there were about 15 or so punches in the game. Now depending on how far you lean, and in what direction, the punches will look different, and have modified angles, target, and speed. There are literally thousands of "blends" between punches depending on your "lean". It is much easier to hit your opponent in the body now, and hopefully land Uppercuts... which brings me to another change.
Because of the new leaning system, it was very hard, on a controller to use the right stick AND press X or Y. So my solution was to implement a NEW way to throw an uppercut. You can still use X and Y like before, but now, if you press BOTH triggers it will trigger that arms Uppercut (R1 + R2 - for a Right Uppercut, and L1 + L2 - for a left Uppercut)
Ok still with me? Next up is something awesome:
NEW MOVEMENT FOOTWORK SYSTEM!:
I wasn't liking how the boxers walk, and honestly it still can be wayyy better, and I intend to make it so! Now that I have my new mocap ability, I hope to completely rework the footwork aspect of the game, with awesome new animations in a more boxing style that we are used to. However that particular aspect is NOT in this new update, as I only had so much time, and didn't want to keep you all waiting too long... as I have before :-P
But what I HAVE added this update is the basis of the new movement system which I have another cool likkle GIF for y'all to help understand:
PRESSURE SENSITIVE WALKING CONTROLS! Now depending on HOW HARD you push the left stick, your boxer with walk a different speed. Also holding HARD RIGHT or LEFT will trigger a little slip animation.
FOR PEOPLE ON KEYBOARD: TO MOVE FAST HOLD SHIFT JUST LIKE A FPS..
OTHER NEW THINGS ADDED THIS UPDATE:
- WORKING OUT NOW MAKES YOU LOSE WEIGHT! EVERY WORKOUT REMOVES UP TO 0.5 LBS AND SUCCESSFUL LEVELING OF WORKOUT ALSO TAKES OFF ANOTHER 0.5 LBS! makes the workout and weight management a little more interesting. To offset this, you gain weight between fights.
- REWORK OF AI. The AI is still pretty basic, but I have now implemented the new punches into it's system, and made them back up and go right and left a lot more. Cpu fights still could be better lol... The fighter also will now back up to the other side of the ring during a Knockdown, to allow the opponent to get up... Speaking of getting up. I finally have fixed the "Head falling through the Mat" bug, which has in turn fixed the bug with fighters not getting up properly. Now when a fighter is knocked down, his HEAD will hit the canvas and he will ragdoll PROPERLY. Depending if he lands on his back or front, the game triggers a different "getup" animation. I have also tried to mitigate the "Launching boxers on KO" but more can be done with regards to that...
- Ref actually looks at the fight now. Lol I have no idea what he was looking at before.
- Fixed you corner entourage to not stand around in T-Pose in your corner while you are fighting.
- Fixed items in the shop not working. There was an issue after I changed the graphics over to the new pipeline, where textures and colors were not showing up properly in the store. Also the mask and the hyperbaric chamber now work for purchase. Also the UI in the store was not updating to show "OWNED" unless you closed the window and opened it again, which was (needless to say) confusing, so that has been fixed as well.
- Added the new controls to the Tutorial, and made the mouse visible/unlocked so you could lean AND also skip the tutorial haha. Also added a pause function to the tutorial.
- Reworked the damage and chin system, as well as the regen rate for health. Now fighters will gain health back much slower, so multiple combos are necessary to take someone down.
- Fixed the UI bars for health at the top of the screen. Now your health will accurately carry over from round to round, and your health bar will not appear "full" every round (even though in the past it wasn't actually "full" the meter was just resetting). Now your work in the corner game should have more obvious results.
- Toned down the blood/cuts. I tried to get them to appear hopefully once or twice a fight, this one is hard to test really so let me know if they are happening at a more reasonable rate. I also reduced the splashing, and have it hitting the mat again as well.
- The camera now focuses on the fighter that is knocked down.
- Numerous bug fixes I can't think of right now...
[ 2021-08-26 06:52:37 CET ] [ Original post ]
- Quick fix for the mouse locking up, during the tutorial, when making a new career.
[ 2021-08-03 00:50:35 CET ] [ Original post ]
Hey all back with another update... NEW IN THIS UPDATE: - My first mocap is in the game! I got annoyed with the boxers walking through the ropes when they enter the ring, like the ropes were not there... and finding a mocap animation of someone "getting into a boxing ring" was not very easy! So after the purchase of an Xbox Kinect, I was able to capture myself doing the motion in my living room! It actually works quite well! I started to record some boxing movements, but I wasn't happy with how they looked... because of my skills haha! Gonna wait for my boxer buddy to help mocap those. - New physics (again) for collisions. It's getting closer. Still not happy, but I have removed some of the boxer's upper-body sway, given more power to your punch-muscles, and increased the size of a few body part colliders to try and combat "phantom punches". - Some helpful tutorial windows, when you reach the top 10, and enter "Champion Mode", where you fight and negotiate for belts. FIXES: - Champion Mode should now work correctly (for the most part), and you should be able to progress past rank 10 in ALL of the ABA, ABC, ABF, ABO, and P4P. There were numerous bugs I found in this code, and (hopefully) rectified, but fixes include: not resetting your ranks for other divisions to 10 after a fight, proper rank moving in all divisions after Champion Fights, and some tweaks to the negotiation of championship fights. - Removed the wild swinging hook animation and replaced it with a more conservative punch. - Fixed the INSTA-KNOCKOUT feature to trigger more reliably. It can happen now on any landed punch that has a force of over 2 (mass x acceleration). NOTE: its chance is 0.005% to be exact, for the moment, though I want this modified in the future by your strength stat. - Various bug fixes and tweaks that I can't remember rn. Have fun - hope you are all watching the Olympic Boxing!
[ 2021-08-02 08:38:10 CET ] [ Original post ]
Just a small hotfix for jabs in both orthodox and southpaw. Also added a small tweak to AI to make them a bit more interesting/move around the ring more.
[ 2021-07-23 13:19:29 CET ] [ Original post ]
Just a small hotfix for a few things: FIXES: - Fixed issue with training, where timer would not end and you could train forever... :-P - Fix for less clipping through the mat when fighters are knocked-out and lying down/ragdoll. - Slowed down the punch animations just a bit... - Fixed a bug where you couldn't jab while in the southpaw stance. - Fix for Mac version for Silicon-Based M1 macs - Minor optimization fixes
[ 2021-07-21 05:39:56 CET ] [ Original post ]
This update, as the title states, is probably the largest update to the game since release. I pretty much have only slept and coded since the last update. Many hours have gone into this one, so hold onto your seats - and let's dive into the details!! NEW ADDITIONS THIS UPDATE: - First off, the entire rendering system for graphics has been upgraded to what Unity calls the "Universal Render Pipeline" (URP). This new system of graphics rendering is far more advanced, and superior in every way, than the Standard Rendering Pipeline (SRP) that Art of Boxing was developed on. Most importantly it not only LOOKS better, but performs at a much higher FPS rate due to advanced streamlining. This has increased performance AND the look of the entire game. Win-Win. - Because of the change to URP, the post processing effects had to be re-done, and the results are great! Since the rendering is more streamlined - it gave us more overhead to add better post-processing effects - while still keeping the performance! - Collision system has been improved again! There was an issue with boxers reacting to "Phantom Punches" or reacting extremely late to a body shot, etc. I have changed the system for reacting to hits so that they can now play from ANY STATE instead of just the walking state. They can also now interrupt your animations - so no more punching to avoid punches... - Added a Gavel banging sound 10 seconds before the round ends. - Hair textures redone... again. (still not happy) FIXES THIS UPDATE: - Hundreds of small optimisation fixes (more still to come!) - Crowd fixes for various scenes - The second boxer, in the Quick Fight Ring Walk, no longer acts like he is afraid getting into the ring... (collision with ropes fixed on ring walk entry) - Fixed the coach in the first tutorial scene, to react to punches correctly. - Added a pause function to tutorial scene. (press Escape on keyboard or Back button on controller) - Fixed issue with opponents upper-body falling through the canvas when knocked down. - Numerous bug fixes that I can't remember right now...
[ 2021-07-15 17:35:10 CET ] [ Original post ]
Hey, Back with ANOTHER update! :-) Yeah that's right... a year with no updates and than two in a row :-D NEW STUFF IN THIS UPDATE: - Steam Workshop is now working for you to upload your rosters! This was supposed to be a major feature for the game. The ability to share custom rosters amongst Steam Users. I hope one day to have rosters for all the major weight divisions and eras, for some awesome sim boxing! - HOW TO UPLOAD ROSTERS: The Steam and "Roster Uploader" UI is a little clunky for the moment... but what you want to do it go to the "Rosters" tab from the main menu. Edit your however you want, and save it with a filename. When you are finished editing and ready to upload, click the yellow button to bring up the "Steam Workshop Uploading Tab". Fill out all the info, and type in your roster filename into the last field. I hope to see some awesome stuff on the workshop! Next step will be to implement custom shorts, tattoos, and glove designs. - More optimisation of the game and physics in general. - Reduced the minimum rigidbody collision speed to register a punch. This means a lot less punches will go through the opponent. Solved a lot of issues with the "phantom punches" not landing... - Reduced the muscle strength on the upper bodies of both boxers, to give more leeway when punches land or boxers collide. You will see a lot more necks snapping back and to the side from punches. However it also sometimes creates some funny upper body motions (will try to limit this in the future) - Increased the weight of the boxing gloves. I wanted the punches to hit more satisfyingly, so - heavier gloves! :-) - Increased the maximum amount of energy you can take off with one punch by A LOT. Getting caught should be more dangerous now. - You can now (very rarely, and the punch has to be HARD) knock someone out with ONE PUNCH! - FIXES - Fixed UI pop-up for scheduling a fight on the main hub. - Fixed "T-Pose" crowd members in the walk out to the ring. - Replaced horrible crowd models, in the weigh-in scene, with much nicer crowd models. I have a good artist friend that said he will help me re-do the UI for the entire game... so I'm pretty excited about that! I feel like some nice artistic menus will make the game look much much better. Its one of the worst aspects of the game for me personally... so just know that the UI will be changing for the better soon! Gonna keep going and trying to improve the game... Feel free to make suggestions or report bugs, you can do that as a reply to this post - or any thread I start - ones I didn't start don't give me notifications... I will try to check it daily. Thanks to those that are sticking with me...., Stiltz
[ 2021-07-10 07:35:03 CET ] [ Original post ]
MAJOR OPTIMIZATION UPDATE & MESSAGE FROM THE DEV It's been a while... more on that in a second. But lets start with the good news: The development of Art of Boxing HAS RESUMED!! After a year of Covid-19, technical issues with my workstation, financial issues... and total procrastination... I have finally decided to plunge back into the development of "Art of Boxing". UPDATE FEATURES: - MAJOR OPTIMIZATION OVERHAUL, game should be playable again :-/ - Graphical improvements - Updated to newest Unity version with LTS - Controller Support fix - Made the game easier at the beginning of career - Collision with ropes changed - improved collision between boxers - fixed bug where cuts were triggering weird graphical effects in sparring - you can only spar once per training session - UI improvements Words from the Dev: I want to apologize for leaving the game in the state it was. I had worked so hard on it, for more than a year, funding my game dev by doing construction work (and coding afterwards) that I got completely burnt-out... When the criticisms started rolling in - I felt defeated. The game itself loomed over my head, like a dark cloud... like a dark cloud made up of Youtube douchebags - invading the world of prize fighting. It ate me up over time, in an unorthodox way, like Wilder... But I knew what I had to do. Summon the strength in the late rounds, pull myself off the mat, and put it all on the line, win or lose! I knew I had to finish it, but as days turned to weeks, turned to months, turned to a year... I couldn't bring myself to even fire it up to PLAY, let alone fix. I knew where it's shortcomings were - and wasn't sure it was possible to fix. Long story short, I finally gathered the courage to actually launch my game on Steam again.... and wow. I knew there were problems but JEEZ! I had no idea the game was running so terribly in the final build that I left up on Steam! It barely was doing 10 fps! What on earth was wrong!? Did something break? This is ridiculous and unplayable!!? Anyways, after taking 3 days to load up my project in Unity (about 6 new versions came out with stuff I needed) I finally got around to sourcing the cause of the frame rate issues. I found numerous bugs and also found the culprit to the hogging of system resources. The game is now at least playable at a proper frame rate... ROADMAP: - COLLISION/PHYSICS SYSTEM OVERHAUL - AI OVERHAUL - TOURNAMENT MODE FIXED, PLAYABLE/SIMMABLE, AND PUT BACK IN CAREER MODE - STEAM WORKSHOP FIX FOR ROSTERS - BASIC MULTIPLAYER ONLINE VS *** - BOXER STYLES - PRESS CONFERENCES - EXPAND STORE - REDO HAIRSTYLES - GRAPHICAL IMPROVEMENTS - UI/SOUND REWORK - ADD YOUTUBE DOUCHEBAGS TO FIGHT LIST *** After a major update to Unity and a few plugins, multiplayer is MUCH closer than expected!
[ 2021-07-08 08:01:55 CET ] [ Original post ]
First off, I decided to wait on the updates and make a nice big one this week - and wow its kinda serious! First off the major change is the Crowd. Totally new realistic hi poly models for close to the ring, and lower models in the distance. I also got rid of those stupid smiling dudes, they looked horrible. Anyways, in my efforts to figure out how to fill a stadium with models (that aren't smiling low poly, crappy looking models), I ended up staying up 72 hours straight, working on the game. By day two, I had learned about 8 different ways to render 1000+ animated characters on one screen, and finally on day two, had found the one way that worked for my objective.... Originally I thought, I'll just do the crowd quick and call it an update~! Wellll after figuring all these optimizations out, I realized, hey, I can do this to the whole project! Long story short - there were a few objects in the game that were very complex, like the barb wire fence, it involved hundreds, if not thousands of meshes and textures and materials. Now I figured out a way to make it ONE, but keep it looking the exact same. While doing this, I found that the new way of rendering these characters made the game have some interesting AA and reflection issues. So I googled, "How to make really good graphics in Unity"... and wow, Big up Brackleys~! So yeah NOW the game looks completely different, I found out that after working in HDRP, NONE of my post processing effects were showing up. Now that is not the case anymore, thanks in part to that video!.... While fixing the lighting, it gave me a chance to open up every single scene in the game, and when I got to the fight scene, I decided, hey LETS MAKE THE ACTUAL BOXING BETTER LIKE EVERYONE KEEPS COMPLAINING ABOUT. I set the round timer to half an hour and put two fighters in with high stamina, and started tweaking everything. FINALLY I had a mini-breakthrough when it came to collision detection. Its still not perfect, but I'd say its about 75% better than it was! You can almost snap heads back like it want it.. But its still a WIP! (This will probably be the one thing I tune forever...) SO to sum up the major changes: - BETTER GRAPHICS - BETTER COLLISION - BETTER AND LARGER CROWD Also this update features a million bug fixes and other things: - A Ring girl holding a Round card in between rounds in Quick Fight mode. - Bruising and swelling now shows up properly! - Slowed the game down a lot - Tweaked the values and effects of all the attributes - Fixed the sparring ring and the training gym (it should work as intended now) - Fixed an issue where both fighters were the same in quick fight mode if you changed the shorts back and forth. Now you are forced to select Player 1 first (with shorts) AND THAN Player 2. This way the fighters load correctly - Changed the main Camera View. - Changed the button for clinch on keyboard to C - Changed the buttons to switch cameras on keyboard to -/= - Optimized every single object in the game, to make it run faster! Thanks for reading and enjoy the game~! Tell your frens~ Stiltz
[ 2020-04-07 00:56:08 CET ] [ Original post ]
Hey all!,
It been a great release on Early Access so far! The game was horribly NOT ready on March 9th, and I buckled to the pressure of friends telling me to "just release the game, its Early Access who cares if theres bugs/optimization...?"
Well it wasn't the best idea - and I wish I had waiting a month, but oh well lessons are learned!
For those of you that haven't dared try the game since release - it has changed A LOT! From a complete overhaul of the graphics rendering system, to new ropes, to FPS optimizations, and keyboard controls! The game now runs reasonably well on almost any computer, Windows, Mac, and Linux!
NOTABLE CHANGES SINCE RELEASE:
Version 0.0.31 "ROWING / TRAINING" UPDATE! (03/29/2020)
- ADDED a rowing machine to the training Gym. This is a new workout that enables you to gain HP.
- REMOVED getting an attribute point after every win. The only way to level up your attributes now will be through training and random events.
Version 0.0.30 "CHAMPION MODE" UPDATE! (03/27/2020)
- ADDED a new "MAIN EVENT Negotiation" screen/mechanic to career mode. Now when you get your rank to the top 10, a new "fight scheduler" will appear on the scene! This new system works similar to "Trade Meters" in popular sports games. However there are THREE METERS you must satisfy! FIGHTER INTEREST, FANS INTEREST, AND SPONSORS INTEREST. All 3 meters must be over 40% filled for you to successfully schedule a MAIN EVENT FIGHT.
- ADDED Tank-top style muscle shirts to Training Gym, and fights that involve head gear. (International amateur style!)
Version 0.0.29 The "RAHMAN" UPDATE! (03/22/2020)
- ADDED Blackeyes/Bruising and swelling. When a punch lands it has a small % chance of causing a blackeye and head swelling. At the moment there is no way to get rid of swelling - but that is planned for a future update.
- ADDED a new gameplay mechanic of getting "caught" by a punch. Now when a punch lands, if it is hard enough, it has a small % chance of causing extra damage. This has been enabled for both the body and head. This brings the total "extra" damage modifiers to 3: Cuts (+most damaging), Bruising (+mid damage), and "Caught" (+least dmg)
- ADDED a new mechanic that when a boxer is BLOCKING, he no longer regains stamina or health.
- Changed the AI to block a lot more.
Version 0.0.27 UPDATE (03/20/2020)
- MAJOR Graphics Overhaul. Changed rendering Pipeline from HDRP to Unity's Built-in Pipeline. Minimum Requirements have been drastically reduced.
Version 0.0.26 UPDATE (03/17/2020)
- Enabled 2 Steam Worldwide Leaderboards. They keeps track of CAREER WINS, and CAREER TOTAL EARNINGS. They are not enabled for any other mode. Your highest achieved total in ONE CAREER is displayed here, and ranked WORLDWIDE! This now enables us to have some small competitions for prizes, maybe find out who are the top boxers on Steam, maybe eventually pit them against each other in a live stream? Adds some friendly competition before proper PvP is released!
Version 0.0.23 UPDATE (03/15/2020)
- ADDED A scary mask you can now buy in the store, which you can wear out on your ring walk.
- ADDED A HyperBaric Chamber for purchase in the store. By buying this "Cryogenic Freezer" you can extend your career by 2 YEARS!
Version 0.0.22 UPDATE (03/15/2020)
- Complete overhaul of every object in the game, optimized to improve performance. No more "Mesh" errors.
Version 0.0.21 UPDATE (03/15/2020)
- Optimization implemented: Implemented what is called "Dynamic Culling" and Culling Groups, basically it means that the game only renders the objects visible to the camera in any scene, instead of the whole scene, and everything in it. This should improve frame rates overall.
Version 0.0.19 UPDATE (03/14/2020)
- Released the Mac version on Steam for Early Access testing.
Version 0.0.17 UPDATE (03/11/2020)
- Replaced every single rope in the game, as they were causing crashes and performance lag! Once I changed the ropes, the game literally started running at 10,000 frames per second (not joking!) after figuring out that problem, and getting the speed back to normal, everything seems to be running 100x better! There were a few annoying errors that no longer show up! I'm really hoping this is the change we needed to make the game run properly on even low end rigs, but we will see!
And thats about it for major changes... A LOT of bug fixes.
NOW FOR THE ROADMAP FOR APRIL:
- NEW CROWD (dynamic new crowd that doesn't look like its from 1999, and reacts to what is going on in the fight)
- CELEBRITIES & OTHER FIGHTERS (they show up randomly at your fight)
- RING GIRL HOLDING UP ROUND SIGN
- NEW SHORTS MODEL (Your Name or a custom boxer waist-band and the ability to write something across backside), also a reworking completely of the textures involved as the shorts models have changed so often that those textures are very out of date....
- TATTOOS (purchasable with in-game money/winnings). Also I am experimenting with adding the ability to modify tattoo textures, so creative people can create their own, in photoshop or any art program.
- Expanding the modding textures further to include shorts, gloves, sponsors, faces, and rings.
- ONLINE MULTIPLAYER (and so it begins...)
[ 2020-04-02 00:44:49 CET ] [ Original post ]
For those of you not keeping tabs on the giant discussion thread, I have decided to completely OVERHAUL the way Art of boxing renders it's graphics.
Prior to today, Art of Boxing employed one of the most advanced graphics "Pipelines" known to man. It is capable of really amazing stuff, and for those wondering, it is called the "HDRP pipeline".
It uses some of the most advanced techniques on earth as far as rendering graphics on-screen, and is typically being used to develop for "Next-Gen" systems with advanced shaders, and a bunch of other cool stuff we don't really need.
The capabilities of this engine (in the right hands ,.... uhh cough... ) is incredible, as you can see from one of their official videos of a "CyberPunk"-like city rendered in perfect 3D:
https://www.youtube.com/watch?v=KgcU2HBOXAw
I just want people to understand what this update does... some insight into video game development :-P ... sorry for the long pre-amble
SO long story short: HDRP is great, but the main issue is, that it is developed, for 5 years in the future. Because of this fact, very little is supported, and a lot of my time is spent figuring out "How to do
[ 2020-03-20 07:50:45 CET ] [ Original post ]
Mac version is now available on the Steam store... Let me know how it plays Mac Users! AoB
[ 2020-03-14 05:46:23 CET ] [ Original post ]
First off I'd like to personally apologize for the crappy gameplay a lot of people have been experiencing. I can't tell you how aggravating it is to have people not experience the game, as it was designed. However good news! I believe most issues are solved - the main issues were caused by the ropes physics, and I have replaced every rope in the game. However I am starting to realize the game requires about 5Gbs of memory to run relatively smoothly. I will keep optimizing and try to get this under 4GBs as a lot of older rigs have that. Here is the changelog: Version 0.0.17 UPDATE (03/11/2020) - Replaced every single rope in the game, as they were causing crashes and performance lag! Once I changed the ropes, the game literally started running at 10,000 frames per second (not joking!) after figuring out that problem, and getting the speed back to normal, everything seems to be running better! There were a few annoying errors that no longer show up! I'm really hoping this is the change we needed to make the game run properly on even low end rigs, but we will see! - Slowed the game down even more! I think we are close to a good speed now, but feedback is appreciated. - Reworked the main menu (again) to try and get everyone's buttons working. I don't want to say its 100% fixed, but.... it's 100% fixed. - Fixed a bug with CPU fighters weighing 0 lbs and in effect, making every ring announcement default to "Flyweight", now proper weights should show up. - Fixed issue with sparring not saving your score. - Fixed issue with blood from cuts falling through the ring floor in sparring. - Announcer finally bought a cordless mic. - various other changes I can't remember
[ 2020-03-13 06:26:42 CET ] [ Original post ]
The game is finally available for the public to play. Not gonna lie, it could have been tested more thoroughly. But hopefully you guys can help with that! Please send bug reports to: artofboxinggame@gmail.com Or post them in this Thread~! KNOWN ISSUES: - A crash during the first "Olympiadic" tournament in career mode. I may have fixed this today, but whoooo knows? TO GET AROUND THIS you have to skip the first tournament.... sorry your gold medal for your trophy cabinet will have to wait. - DO NOT USE COMMAS when editing fighters names or cities! The data is stored in .csv files (comma separated values), so using a comma can mess up the rosters. I will add a "check" for this in the future, but for now, NO COMMAS! - Sketchy numbers in the "copybox" score in between rounds in tournaments and play now fights. The significant strikes do not show correctly until later rounds it seems. The judging was horribly bad for quick fights and tournaments - but hopefully this is fixed, I've quadruple checked the script. DAY ONE UPDATES: - Added "Getting Old" function. After a certain amount of time, your boxer's attributes start to degrade. -Added Retirement function. There are 2 possible retirements: Hall Of Fame, and NOT Hall of Fame lol. If you retire a boxer (or are forced to retire) you get one of two "endings", a Hall of Fame induction, or working as a janitor in a Restaurant. At this point you can choose to have a Baby, and start a new career. If your previous boxer got to a high enough rank, he will be added to the "Hall of Fame" list/scoreboard. If the boxer got to a high enough ranking - you can elect to keep him in the ranks for your next career by loading "career" roster at the baby creation screen. (yes baby creation screen...) - Added 2 new achievements. "Hall of Fame" retirement and "Retire a boxer". Though they may be disabled at the moment. (will check and update) - Added more random events. (If you guys have suggestions for more random events let me know, I will totally add them!) - Added buttons in the settings screen to change Graphics and texture qualities, for lower end rigs. - Optimized the game on the whole... baked a lot of.... scenes. It's the reason the launch was delayed a few hours... I meant to have it out at midnight, but it wasn't running that great on my 2nd low end computer. I'm hoping these changes today will help. Lastly. The game still needs to be "tuned". IE damage/chin/stamina/body/heart .... all these attributes can be changed - and how much they affect the game. Punches can do less or more damage - and I think I may add the ability for the user to change them with sliders. So you can tailor the game better - or even suggest some good settings for when the game fully releases. That being said - this current version - I wanted to give you guys a challenge but still let you crush some dudes and watch them fly. But let me know on suggestions for "tuning" especially for when online MP drops! Stiltz Art of Boxing
[ 2020-03-09 11:14:34 CET ] [ Original post ]
Yo, Steam, man, what's up, man? I caught you on that cut with Dayz, Man, you were booming But I caught these foul slouch gamers, you know I mean? Talking foul about you the other night On the corner of the boulevard, man, I wasn't with that But I ain't know you well enough to defend you though, right? But you seem like you got true game But peep game, man, they've been playing me all my life, man You know I won the title a couple of times Did right, you know what I mean? But they can't hurt us, man, we gonna do it Get up in this ring, man, put on these gloves Let me show how to handle yourself, man You don't got nobody out there with you I gots to show you, man, get up in there, move that head, man Come on to me, man, but when you come, man You gotta come for blood, man Come up to me, man, come on, bust that mans whole Man, talking that stuff about you Hey, Rumplestiltz here speaking With the Steam mans over here Yo, STEAM your main objective out here Is to do nothing but eat, eat, eat, eat MC's for lunch, breakfast Hey, man, they been playing me all my life, man You know I won the title a couple of times, did right? No, but they can't hurt us, man We gonna do it, get up in this ring man, put on these gloves Let me show you how to handle yourself, man. MARCH 9TH GET READY FOR A 2ND ROUND KO Art of Boxing
[ 2020-03-04 20:11:38 CET ] [ Original post ]
Hey all, Been a while since I wrote an update. Hope all is well! I have been hard at work on the game... ok that's kind of a lie. Lets start with the bad and work into the good? First of all, the Linux version is not working. Its possibly going the way of the Mac version for now.... Than next bad news: MULTIPLAYER ONLINE WILL NOT BE READY FOR RELEASE... well that might be a lie too... I'll see what I can do - in the next week or so - I had MP online working, but than made so many changes to the offline game - that the online MP is running a version from about 2-3 months ago... so updating it will take priority over the next few days - but for the moment - I have removed the "Multiplayer Online" tag from the Steam Store. DO NOT GET IT TWISTED. THIS GAME IS DESIGNED TO BE MULTIPLAYER ONLINE. So it is coming. But at first it will be basic... just think Grand Theft Auto.... but with about 1 trillionth the budget...Still with the bad. I got super frustrated with a really annoying bug - causing the boxers to glitch around the ring, in a Skippy-Longstocking type way. It threw my whole momentum off - and I couldn't for the life of me figure it out! Under pressure with trying to satisfy the release date of March (I put on myself) - It was really holding back the progress, and to say the least, was extremely discouraging. I decided to marinate on the solution and play hyper realistic, incredibly hard, flight sims until my eyes popped out, of my head. Check out Prepar 3D if you ever get a chance - its fire... So after landing a Airbus 319 a few dozen times (from dark), it struck me like a lightning bolt, the cause of the glitch in the boxers movements! I immediately crashed my plane into the nearest mountain and fired up Unity. It took literally 7 seconds to fix. Renewed with the vigor of success, I was BACK! NEW CHANGES: - STEAM WORKSHOP integration! Now from the roster menu - you can upload and share rosters with the workshop and Steam Community! Also downloading rosters created by others and loading them into your game is now possible as well! - "Philly Shell" blocking system now works properly! needs fine tuning - Punches thrown with more than 70% stamina do 2x damage, punches thrown with 30-70% stamina do 1x damage, and punches thrown under 30% do .6 damage - Judges now count significant strikes, this is shown in the copybox stats in between rounds, as well as "total damage done". - Ring Walks / fighter Announcements are now added to Quick Fight mode! - A million small bug fixes and tunings that I can't remember right now. AND FINALLY... Today is my birthday. And I'm broke. Like literally I have 4 digits in my bank account.... you might be saying, "hey thats not bad!, that's more than me!" Until I tell you digit 2 and digit 3 have a period in between them... SO WITHOUT FURTHER ADIEU - I HAVE DECIDED TO SUBMIT MY GAME BUILD TO STEAM FOR EARLY ACCESS RELEASE!!! HAHA more out of necessity than anything else - I'm supposed to pay rent or something... Enjoy the game - Early access starts asap Stiltz Art of Boxing
[ 2020-02-26 20:55:47 CET ] [ Original post ]
Not the best news today, An decision was made today to stop further development on the Mac version of the game until Art of Boxing, is more developed, and closer to a complete product. After wasting far too much time, trying to get the Mac version to function (even remotely close to the PC version) I have decided that my time can be better spent elsewhere - pushing the progress of the actual game, instead of optimising for various platforms... I say this with a heavy heart, as my father bought a mac in 1984, and I was raised on them. But unfortunately the architecture of their graphics system today does not lend itself well to next generation game development... and all I have run into is obstacles. Don't get me wrong - its not that macs are bad, quite the contrary actually - they use new advanced graphics shaders, developed by Apple, for their products, and therein lies the problem. Maybe if I had a good new mac (mine is 2011) I could work on AOB in that environment - but for the foreseeable future - mac users will have to run Bootcamp to play AOB... sorry to let you guys down. Now there is one other option - I can downgrade the entire graphics system for the mac version - to comply with their hardware - but this takes quite a while - and I would prefer to do this when the game is complete... It honestly wouldn't look that much different really in the end. But that being said - if you are a Mac gamer out there - you might as well install Bootcamp because these game engines are not very friendly to you guys. Rumplestiltz
[ 2020-02-09 06:50:07 CET ] [ Original post ]
NEW PATCH - ADDS KEYBOARD CONTROLS, MAC AND LINUX SUPPORT, REMOTE PLAY TOGETHER... After finding one of the major requests for Art Of Boxing was to implement keyboard and mouse control - as many computer users do not own controllers - we felt a little bad, making every single Steam user on earth go out and buy controllers just to play the best game ever made... So we buckled to the pressure and have ADDED alternate KEYBOARD AND MOUSE controls. Don't be confused - the game is 1000% better using a controller, but apparently crazy people play 2K with keyboard and mouse - so we figured wth... THE NEW KEYBOARD CONTROLS ARE AS FOLLOWS: WASD = Move Feet Mouse movement = Move upper body 360 degrees Left click mouse = Left Jabs/Crosses Right Click mouse = Right Jabs/Crosses Q/E = Left and Right Hooks Shift + Left Mouse Click = Uppercut Left Shift + Right Mouse Click = Uppercut Right Middle Mouse Button = Block Caps Lock = Switch stance to Southpaw Tab = Clinch Space Bar + any direction = Dodge -+ = Cycle Camera views Enter = Pause OK MOVING ON! - MAC OS is now officially supported! However the game only runs on macs built post 2012 running "El Capitan" or later, with "Metal" GPU compatibility. If you are not sure if your mac is "Metal" compatible (Most macs after 2012 are), go into the "About this Mac..." section, click more info, scroll down and highlight your graphics card and there should be some mention of Metal support there. - LINUX OS and the Steam OS is now officially supported! Whether it actually works or not is another question haha! If you are a Linux gamer out there we need testers~ - Finally "Remote Play Together" functionality has been added to the game. This means that you can boot up Art of Boxing, go into OFFLINE 2 Player VS. mode, than open up the Steam Friends list, and invite a friend to "Play Together" and share your screen/play local co-op, remotely. (think share-play on ps4) Basically it is ghetto multiplayer - which is awesome - and lets us fight each-other before I finish coding the actual multiplayer components!
[ 2020-02-04 13:11:38 CET ] [ Original post ]
Dev Update for Week 1, Feb 2020 - A lot has changed once again, and its hard to keep up both building the game AND updating this page at the same time, so forgive me if these are long and involve tons of changes, and don't always appear right away alongside every little hotfix update that is pushed :-P NEW FUN STUFF: - Tournament MODE! A full out bracket style tournament mode of up to 64 boxers. The bracket is customizable, and you can set tourney rules such as: Name, Venue, Trophy type, Fight Length, Venue size, Venue Country, and whether the tournament has headgear equipped or not. - Added a "Post Fight" Scene, a dressing room backstage with a TV in it that YOU CAN WATCH! The TV will give you the choice of 3 different, high profile, fights to watch. - Added the option to BET in game money on the winner of the TV fights! After your bet is in - you watch the final moments of the fight - it's result affects the rankings as well - and your pockets! - Added Headgear! With headgear equipped, in tournaments, the damage done by punches to the head reduces drastically. In the future this may affect the scoring/judging system as well. - Added multiple trophy types and models! There are 4 trophy types at the moment (a Medal, A Golden Gloves Trophy, a Trophy with the statue of a boxer, and a generic trophy) - Implemented Tournaments into Career mode, now the game starts off with an "Olypiadic" National tournament for a Medal, which you can decide to do before "turning pro". - Added a Trophy Case which holds all your belts and Tournament Trophies! Viewable from the main hub. - Implemented "Random Events" into Career mode. Now after every fight, there is a small chance that a random event (either good or bad) will occur. This can range from providing you statistic boosts and money, to suspending your boxing license and losing money/attributes/ gaining weight etc. There is also a new "decision" system, a work in progress, where you will be randomly presented with decisions to make - and your choices will affect your career trajectory. (e.g. One such feature, to give an example, is a Nutritionist approaches you with an unmarked supplement bottle - and you can choose whether to take it or not, and receive a statistical boost. However, after every fight there is a chance of a random Urine test, AND if it hasn't been long enough since you chose to take the supplement than you get caught and suffer the consequences...) This system will be expanded upon to hopefully include a lot of fun stuff happening - to keep career mode fresh and varying - even if it is only text for the moment. - QUADRUPLED the amount of punches in the game, and added the ability to "combo" punches into lines. Now each punch has 4 different animations that trigger differently depending on user input and the situation. In addition you can now press the same punch 4x in a row and it will throw different punch styles each time. - Added a system that counts your WINS IN A ROW, so now progressing through the ranks will be MUCH faster if you continue to win. My goal is to make it so that a "Loma" type fighter, that can win 18-20 fights in a row, will be ranked in the top 25-ish.. - Added 6 New hair styles, and colors. - Added the ability to shape eyes. - Added the option to NAME & SAVE your Edited roster and LOAD rosters with any name. (for future workshop implementation) - Fixed Blood physics, now blood stays on the mat for a bit. - Numerous Physics, bug fixes, UI, and QOL improvements.
[ 2020-02-02 04:58:23 CET ] [ Original post ]
FORGET EVERYTHING YOU KNOW ABOUT ART OF BOX.... i mean slipmat covers... I used to do graphics... I still do, but I used to as well. aw Mitch I miss you :-( anyways! TO THE PATCH!! Pretty much 16 hour days and very little sleep - so excuse if these notes are somewhat ridiculous. A lot has changed - and trying to both build a perfect game and update the community at the same time is taking its toll! PATCH NOTES: - First off, a COMPLETE graphics overhaul! Post processing is a hell of a drug... Now we have some great ray lighting, hdri backgrounds, volume effects, volumetric fog, and some other nifty stuff. - A COMPLETE animation overhaul, brand new walks, celebrations, and dodges! Every "compass" direction on the left stick, while pressing A, will trigger a different dodge! I want to add more soon to make it even better. - New hit-reaction system! Large hits will now make the character react in a few different ways depending on whether the hit was a body/head shot, and whether it was a left or right! - New block reaction system! Boxers now - when timing a block successfully - will do the "Philly Shell" on each side depending which side the punch is thrown from. (Still WIP needs tuning) - New facial reaction system! Boxers will get scared in low health, and smile if winning. KOs now cause the boxers eyes to roll back or go cross-eyed! This system can be expanded... basic at the moment. - NEW PLAY NOW MODE! Added a Play now option to the main screen - and a "Side Select" with two working controllers for Human vs CPU, Human vs Human, AND CPU vs CPU! - Added a Side Select screen where you can choose any boxer on the roster vs any boxer on the roster, and even change their shorts, flag, and country for that specific fight. - Improved the boxer editor greatly! ADDED the ability to shape eyes, made the morphing of faces more realistic (sorry no more cavemen!), added a randomize option, All rosters are saved in excel format for easy editing, and also within the roster creator, editing boxers for both Play now and Career is possible and encouraged! - Added a new "in between rounds" scene for CPU vs CPU fights - including "CopyBox" stats and scoring for each round, courtesy of Dax Deaderman ;-) - NEW SHORTS MODELS!!!!! This one is huge for me personally. Ever since the game started development, the shorts just were not right. The cloth physics would clip through the legs, and expose your fighter to the children in the front row... or turn your beautiful shorts into a skirt of some sort (think a certain Basketball game that remains nameless... in Pro Am...) needless to say, I'd rather not have nudity in my game if possible (just for the ESRB ratings ... however on second thought... naked fighting anyone??... hey just tryin ta rassle bra'...) Ok back on topic - basically I tried everything from deleting the boxers thighs to just removing cloth physics entirely. Anyways long story short, it's fixed. The shorts was one of the main reasons I was hiding gameplay from all of you hahaha ;-D - more than DOUBLED the amount of countries and flags in the game (thanks Vinicius!!) - the total now stands at a healthy 152!!!! I figured, hey if there is a country out there, that has millions of people living in it, why exclude them? :-) I always hate when games don't have Canada, so I do not want you to have that experience, wherever you are from. (If you are wondering if a country is in the game just ask - if it isn't - I can add! But honestly the Solomon Islands are now in the game so I'm pretty sure we have most bases covered...) - New and improved Slow-Motion, and also fixed the "Zero -Gravity" knockout problem... (unfortunately... haha it was kinda fun! although maybe I could add this back in as an option later for super duper fun times.) Knockouts are MUCH more realistic now, and now you can hit the fighter in slomo on the way down similar to a game that I won't mention by name anymore... - Punching with more stamina causes more damage now. - Cuts happen more often (1% chance now, if you were wondering, on any hit. Also there are now 3 different cuts (left eye, right eye, and nose), as well as a broken nose feature which physically morphs your nose. - Cuts now cause the boxer to lose max overall health. - Added the ability to buy and equip a golden mask for your ring walk ;-) - Added Refs voice! (Thanks BobDolemite!!) - Fixed the ring walk controls, and animations to avoid clipping, and not make it so wonky. - updated the tutorial to include Southpaw and Clinching controls. - various AI improvements, AI does more stuff and now waits for stamina to deliver better punches. Made AI use more of the ring, and avoid when on low health. - Fixed and created 1000 new bugs of various degrees. Ok back to it! Will try to keep you guys posted - but as you see, the game is changing very quickly and becoming much better by the day! Just to answer a few questions people have been asking: Early Access will start around March break (first two weeks of March) - and the projected price of the game will be $11.99 USD - I hope this is reasonable! There will be a release sale, and I'm sure other sales along the way - if 12 bucks is too steep ;-) Hey theres always tha' Bay lol... I know how it goes... anyways as I have stated before - there will be NO micro-transactions, only in-game money to pimp out your boxer! Thanks for reading - and I'd like to give a shout out and thanks to Vinicius Ferreira for all the help testing, finding flags, making new hair color pallettes and just generally being super helpful and joining the AOB team (which I just made up 5 mins ago....) Also thanks to BobDolemite, for not only having the best name, but a voice that he lost in an Unfortunate smelting accident.... #ITSGOLDJERRY peace!
[ 2020-01-15 02:57:55 CET ] [ Original post ]
PATCH NOTES: - Added new stadiums to fight in! (The way it works is there are now 3 configurations to the arena: small, medium, and large. They will load depending on your overall ranking - with a little randomness to make things fun... Than there are 14 new HDRI 360 degree backgrounds - two for each of the 7 "boxer-biomes" in the game already. This means in total - there are 3x14.... (umm let me quickly write a program to solve that...) 42! ... there are now 42 different possible rings configurations! - Added spotlights that follow the fighter to the ring on their "ring walk" and made the arena darker. - Added FULL controller support for every controller known to man. - Made Sparring, Weight-Training, Speed Bag, and Treadmill much easier to "finish an upgrade bar"... (Thinking of changing all training that involves mashing X -> an L2/R2 sprint a la 2K, as mashing X is kinda boring and straining) - Numerous boring bug fixes for all the systems I broke by adding new stuff!
[ 2020-01-06 08:42:03 CET ] [ Original post ]
PATCH NOTES: January 2nd Happy New Years All! Got a bunch done over the break - game is getting closer and closer to release - still lots of polish to do, AI to improve, features to add! Here are the notes! - Added CPU vs CPU fights! (new option from the main menu) - Added a "Player Picker" to choose 2 different fighters from your roster file to fight - added some Steam achievements - Added Steam Stats - Added Refs voice - Added 2 Fighter reaction animations in response to larger punches (before all hit reactions were physics based...) - Added Boxer "recognition" of the last punch opponent has thrown being a left or right to trigger the correct reaction (this system will also be used to implement a "targeted block system" - when blocking 'styles' get added to the game) - Fixed bugs in Roster editor due to skin and hair colors not registering. - Added the ability to load/edit 3 separate rosters. - 'fixed' clinching collision issues - fixed bug in tutorial that hung game due to clinching - fixed scheduling fight with no money (added a 'fight local' option if you are broke) - fixed players flying 30,000 feet after kos - temp fix for shorts getting caught in colliders and turning into "skirts" (can be better) - fixed judging bug where knockdowns were not being calculated - fixed bug where hair was not being shown fully - Added the ability for the AI to switch to Southpaw - Added function to the AI script for boxers that are low on health to avoid being punched until their hp has recovered to a safe amount - Added function to the AI to make them more aggressive - Added a function to the AI to make them more elusive NEXT UP: - Tattoos - Rings - Post Fight - Champion System (negotiate belt defenses etc) - Retirement (game loop completion) - Finish up Offline vs mode: (add player selector, ring walks, weigh in etc) - Finish up Online vs: PvP mode completion and tuning (add player selector, ring walks, weigh in etc) Feel free to let us know if there is a feature you would like to see!
[ 2020-01-02 22:13:28 CET ] [ Original post ]
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🎮 Full Controller Support
- Art of Boxing LINUX Depot [4.2 G]
- Storage: 4 GB available space
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