Hand2Hand Pre-Alpha 0.1.0.9

Hand2Hand

The Hand2Hand project is a fighting game... OF HANDS ! Use everyday object in everyday places out of boredom in epic battles between... yourself.

[i]Greetings bored mortals. I would liked to push more into this update, but other project had higher priorities. However, that does not stop me from adding key elements. Slowly but surely we are approaching the Alpha stage ! Animation reworks would be postponed, as well as giving flesh to the Hexkey. That's why the Alpha 0.1.1 would focus on reworking the HUD to a more modern one ! The current one isn't much adaptable to screen sizes. But enough rambling.[/i] [h1]Guard[/h1] [img]{STEAM_CLAN_IMAGE}/43619737/16253cda4294705bea550e92a3319a7c9eaf4bcf.png[/img] ☼ Floating number (not integer) for each player ☼ By default 10 + 5 x mass ☼ Regenerates at 10 + 2.5 x stamina per second ☼ Each final received damage and stun also consumes the guard, freezing its regeneration for non cumulative 10 frames ☼ Can go down to -10 ☼ While the guard is inferior or equal to 0, it is counted as broken ☼ A player having its guard broken will have half of overboard damage also dealt into stun (max 5 per hit), but in this specific case the player cannot go above 10 stun frames. ► This means that a player having 10 or more stun won't accumulate more stun from broken guard damage ► For example, having 12 guard and receiving 20 damage would deal max(((20-10)/2),5)=3 stun, but the result wont make the stun go above 10 ☼ Is displayed very crudely in the player HUD for now ; would be updated later ► Each square represents 5 guard, so the player has 2 + mass squares [i]One of the most important PvP updates : heavy classes would much better bulldoze light classes. The fights becomes more interesting as the strategy revolves more around disrupting enemy attacks. However, the systems have been bluntly set in place without much balance yet ; which would need numerous tweak sessions...[/i] [h1]Unarmed[/h1] [h2]Thumb stance[/h2] ☼ Renamed into [i]Defense[/i] ☼ Strength bonus increased from 0 to 1 ☼ Mass bonus increased from 0 to 1 ☼ Agility reduction increased from 1 to 2 ☼ Speed reduction increased from 1 to 2 [h2]Index stance[/h2] ☼ Renamed into [i]Dexterity[/i] [h2]Middle finger stance[/h2] ☼ Renamed into [i]Power[/i] ☼ Strength bonus increased from 0 to 1 ☼ Blunt bonus increased from 1 to 2 ☼ Agility reduction increased from 1 to 2 ☼ Life reduction increased from 0 to 1 [h2]Ring finger stance[/h2] ☼ Renamed into [i]Speed[/i] ☼ Agility bonus increased from 0 to 1 ☼ Stamina reduction increased from 1 to 2 [h2]Pinky stance[/h2] ☼ Renamed into [i]Hyperactive[/i] [i]In the lore, a hand specialize into a specific finger depending on its martial art. The names have been replaced by other ones more explicit for the new player. Some stances benefits from more heterogeneous variants to accentuate customization.[/i] [h1]Known issues[/h1] ☼ [Demo] Gravity kicks in only when a movement attack ends ☼ [0.1.0.3] Cannot move the window in windowed mode, or at least it is very difficult ☼ [0.1.0.4b] Picking 50FPS or below could break a bit the physics ☼ [0.1.0.4b] When the game lags the physic breaks a bit ☼ [0.1.0.4c] Cannot select exclusive stance from random/mirror class in bot selection ☼ [0.1.0.5] x86 version unavailable until further notice ☼ [0.1.0.7] When a lighter hand jumps between the space between the heavier player and a wall, the push physic is incorrect for few moments ☼ [0.1.0.7] When dodging the shadow still shows the idle animation ☼ [0.1.0.7] The 5th attack combo with big icon might be cut for very small screens ☼ [0.1.0.7] Some older controllers may have different inputs and even affect both players at the same time ☼ [0.1.0.7] Shaking is persistent when in pause ☼ [0.1.0.8] The sound of the first frame of the death animation loops at each gameframe if the hand dies in the air, until landing