The Hand2Hand project is a fighting game... OF HANDS ! Use everyday object in everyday places out of boredom in epic battles between... yourself.
Greetings bored mortals, after breaking some features I'm back with new small improvements.
[h1]QoL[/h1]
[h2]Screen[/h2]
☼ Fullscreen mode setting (enabled by default)
► In windowed mode expect some tearing and cropped borders
☼ The window is centered by default in the screen
[h2]New resolutions[/h2]
Suggested by another tester, if you have some, you can suggest them too !
☼ 1200x768
☼ 1280x768
☼ 1280x960
☼ 1360x768
[h1]Balance[/h1]
[h2]General[/h2]
☼ Received damage is divided by 1 + stamina/20 instead of 1 + stamina/10
► [b]Chopstick[/b] no stamina, no changes !
► [b]Ballpen[/b] divided by 1.05 instead of 1.1
► [b]Unarmed[/b] divided by 1.1 instead of 1.2
► [b]Gluestick[/b] divided by 1.2 instead of 1.4
[i]Stamina made tanks too OP compared to other frail classes, which could synergies too well with high HP[/i]
☼ HP regen stops at the first bar, in other words it cannot regen past 200 HP
☼ HP regen stops at 20 + 10 x stamina total HP regenerated for this round
► For example, the Gluestick can regenerate 60 total HP within a round
[i]Both of these changes would better temperate passive gameplay for tanky classes without making the frail ones too frail in mid-term.[/i]
[h2]Chopstick[/h2]
[i]The objective here is to increase is mobility and reward compared to other heavier classes.[/i]
[b]Neutral - Neutral - Neutral - Neutral[/b]
☼ 2nd, 3rd and 4th deals more damage and moves further back on hit
[b]Back[/b]
☼ Moves further back on hit, compensated by faster animation time
[h2]Unarmed[/h2]
[i]It was too strong even against gluestick because of high DPS, mobility and reward. The plan was to improve its mobility but reducing the overall reward ; so the unarmed better fills the role of a close quarter nervous fighter.[/i]
[b]General[/b]
☼ All heavy attacks deal less damage
[b]Up[/b]
☼ The attack sound starts sooner
[b]Neutral - Neutral - Neutral - Side[/b]
☼ The first attack has his two first hits damage reduced, but the third increased
☼ The other steps have their damage reduced
☼ Every step moves much more forward
☼ The second step moves a bit down
☼ The third step moves a bit up
☼ The last Side shakes the screen when hitting the ground, plus having a ground hit sound
[i]This bread & butter combo would have lower reward for a bit more risk. When spammed it could deal too much damage against a recovering enemy. The move is now much more jucier ![/i]
[h2]Gluestick[/h2]
[i]High recovery and slow speed made the gluestick having too much reward, even by taking in account the nerfed stamina.[/i]
[b]Heavy - Heavy - Heavy[/b]
☼ Reduced damage
☼ Faster swing compensated by slower startup and ending for each step
☼ The gunshot animation is much faster and knocks the gluestick further back.
[i]This attack had too much reward against a static enemy because of the long active frames.[/i]
[b]Down[/b]
☼ The takeoff goes higher
[i]This will make the gluestick punished a bit more easily by anti-air attacks, but on the other hand (ahah hand) this attack is a bit easier to hit slightly elevated enemies.[/i]
[h1]Bug fixes[/h1]
► [Pre-alpha 0.1.0.1] [strike]The menu click sound would sometimes fail to play[/strike] Fixed
► [Pre-alpha 0.1.0.1] [strike]Animation combo replaced neutral combo by down follow, while down follow would never activates[/strike] Fixed
► [Demo] [strike]Changing screen resolution would not load the progression bar for sounds in the option menu[/strike] Fixed
[h1]Behind the scenes[/h1]
A bit more stability concerning the sounds, so even with absent data it have less chances to corrupt the game.
[h1]Known issues[/h1]
► Sometimes reloading the game would detect the wrong screen size
► Steam remote play would shred guest screen.
> Uncheck "Enable hardware decoding" in steam settings for both host and client
[h1]Suspected issues[/h1]
► In rare cases, returning to the game menu could crash the game when unloading some classes