A new build of Readapt (finally) and a list of changes.

I’ve finally gotten to a point where there is a new playable build of Readapt. I have probably sat on this one for too long and should have gotten it out earlier. I know some developers do weekly builds, I wonder if I could do that too.

You can play the web version in your browser here, its about 100MB, or you can download the standalone version (zip or rar).

If you like surprises you can skip reading and start playing!

So whats new in this build?

Music created by Tyler Johnson has been added to the main menu alongside nine gameplay tracks. The track number will show at the start of each round so players can give feedback on music they hear.  Music will randomised with the background colour, which is a nice change because I was getting sick of staring at grey. This also has the surprising side effect of changing the main screen colour occasionally, which I like too much to fix. I also experimented with tying the pitch of the music with game speed but I found the results quite jarring.

The ability system has been overhauled to allow for partial ability use by holding down the ability button whilse also supporting the old ability functionality. The player pointers have been updated to reflect this change. When an ability has been used but can be used again the pointer will drain like a meter with a yellow colour. Continual use will eventually empty out the pointer which will turn the pointer grey and black. At this point an internal cooldown is triggered, when the pointer turns yellow or completely white again the ability will be free to use. Some abilities will trigger a full cooldown as soon as they are used (like in the previous build). This probably sounds terribly confusing but hopefully is easy to grasp in game. Basically white or yellow is good to go while grey or black requires some waiting.

New game modes (first kill wins and capture the point) have been added and will randomised with each round. Hopefully this will keep players on their toes and prevent settling into too much of a rhythm or play style. The default mode where the survivor wins encourages a more defensive approach, hopefully these new modes will encourage and reward different strategies.

Stat tracking has been implemented and will display a  summary at the end of the match showing score, kills, deaths and captures. As new interactions are introduced they will be tracked and reported here.

Playing with AI is still an option but only against three AI opponents at once. AI has been reworked for the new ability system and now correctly uses weapons and abilities that require non-standard input. I have yet to add mode specific behavior but they are fairly aggressive (which works well for getting the first kill) and they can capture the point faster than normal as a group and will win automatically if the player dies. This is intended to balance out the fact that the AI is still stupid and will likely result in a lot of suicides. This is currently not a big problem as Readapt is intended to be played against other people. This mode helps out with testing and will need further work if I intend to keep AI in the final release.

Deaths are now made more obvious as they slow time for a brief period, allowing players to re-assess the situation and change their priorities accordingly.

The menu system has been simplified and has been supplemented with a player select screen, which defaults to 1P vs 3 AI. Additional players can join by pushing start and the match will begin when player one presses start or enter.

A slight visual change has been made to the bomber weapon, which now shows the each player’s pointer in the middle of the projectile to aid in identification.

The boomerang shot fires normally but now inverts direction when the fire button is pressed again, rather than relying on an inbuilt timer.

Some abilities have been re-balanced generally with lower cooldowns to allow more frequent ability use.  The orbiter object is significantly larger to make up for it’s difficulty of use.

Various ability and weapon objects are now removed correctly when the player or AI dies. However the circular dotted line guide for the bomber and black hole still persists occasionally.

New environmental object modifiers have been added including:

Rectangular shaped objects which provide interesting cover as players can push and rotate them.

A duplication modifier has been added which will duplicate the number of objects up to a certain limit. I tested larger object limits but AI pathing becomes too resource intensive.

Previously there was a modifier that made objects move in a circular motion this has been fixed and now works correctly.

The web player version of this build can be played directly in your browser and will not require downloading first.

I think that about covers it, various other small bug fixes and issues were also addressed but are too numerous to mention. Looking back on this build the large majority of changes are rather system oriented and with the next build I am looking to improve on adding more modifiers in each existing category.

Got feedback, suggestions, problems or bugs you noticed? Let me know I’d love to hear it.

 

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