The development of the game has slowed down due to some business I have to take care of “in real life”.
In any case, there has been huge progress going on, so let me fill some detail in!
The input bug from the previous log has been almost completely solved, thanks to the help of two testers;
Arcade mode endings are now available for Johnson, Lejl, Graf, Cyphr, and Shaz. Krave’s ending is currently WIP;
Several new costumes have been added, such as “Hokuto no Evilobster”, “Tanktop” Cyphr, “Nightmare Doll” Lejl, and “Cyber Warrior” Graf;
Some stages like Shooting Star Aquarium have been totally overhauled. Plus, new stage “Nero’s Dream” has been added;
Some characters have now access to special “Trigger Moves” which need one bullet counter to be activated. An example is Skeleton’s “Aposimz Hellfire Nova”;
Many changes have been performed on characters’ movesets, mostly improvements and buffs, since I don’t like nerfing characters when I can improve the others ;) The most affected by this round have been:
— Elena: her gameplay has been completely overhauled, new command backdash (4+G);
— Wally: can shoot also outside of Brisbane Hold, new chain paths;
— Graf: major animation overhaul, armor moves, new antiair. His extensible punches are now much faster;
— Shaz: many moves have now armor on startup;
— Johnson: two new kicks, two new taunts and a special Trigger move to be performed only without hat;
— Tiger: major animation overhaul and new combo paths;
— Skeleton: improved hitboxes and added new Trigger projectile move;
— Evilobster: added armor to most of his slowest attacks.
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