blade sight WIP 2024/08/17 update notes


NOTE FOR THIS WEEK'S BUILD - 
Save data for Controls and Player Progress have been seperated. They now can be erased seperately, so the game can be returned to a starting state without losing any customized controls and settings. And vice versa. This means however that Controls and Settings from previous builds do not carry over to this version!


another week, another set of notes. i've been trying to keep myself at least somewhat away from tinkering with the defense and combat type mechanics. though, there is a change to dash deflection where deflect no longer puts the defending character into hitstop, increasing the total advantage of a deflect.

So with this week, relating to last week's camera changes, I'm trying out the removal of lock on. So the intro erroneously right now says that you can lock on with emote, but it now's only for emoting. Targeting now is proximity based, with aimed attacks (like Bird's dive) being angled at the most recently attacked enemy, and the ui showing the most recent enemy. 1v1 encounters have a special rule in place that keeps the targeting effect persistently active on the single opponent.

Also a bug fix for the keybindings, after game maker updated, the way i copied the 'new button array' for remapping was no longer valid as a way to copy the array over, and that has been fixed.

Some settings have been changed as I changed some stuff on the backend as well; Control and Game Settings have been split from Progress save data, so there is now seperate reset buttons for both. As well, slow time has the option to set it down to 1:5 speed and 1:1 speed, adding a speed slower than the old slowest, and a speed that acts as a way to turn off the slow time feature.

Debug settings have also been expanded and moved to a new menu at the bottom of the settings page. There are settings to be able to warp to any room (and entrance id), as well as options to change continue number and curse level a little more directly.

A new status mode for the player was added that kicks in after so many continues have been used. Currently it's after 4 continues, Suu will begin dropping her weapon on get up, and some visual effects will change.

edit - Grabs and overheat have been adjusted. Grab no longer grants a card read against the target. Overheat no longer grants the meter-regen, attack boost, and defense boost, and instead grants a persistent immunity effect. Overheat is now gained from landing a grab on an enemy. Enemies tossed by a grab can impact other enemies. The goal is to make grab a lot more powerful against groups of enemies as a utility skill. Grab's utility in 1v1s should shift to interrupts, a combo starter with meter, or getting a knockdown for oki. In groups the staggered hits and invulnerability period should allow time to either take the momentum back or reposition/evade.

Files

blade_sight 0.2024.08.09.zip 263 MB
34 days ago

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(3 edits)

Hey! I’ve been jamming with this build for a few days and i love it!
Found one crash so far:
When using Angler Spirit if you do 236H the game crashes immediately :)
After more testing i was only able to get a crash in Ghost Valley level, all other places seem to be fine with 236H Included the crash message just in case

ERROR in action number 1
of  Step Event1 for object obj_character:
Variable <unknown_object>.took_hit_this_frame(100309, -2147483648) not set before reading it.
at gml_Script_anon@2941@gml_Object_obj_player_bird_Create_0
############################################################################################
gml_Script_anon@2941@gml_Object_obj_player_bird_Create_0 (line -1)
gml_Object_obj_character_Step_1
(+1)

hmmmmmmmmm, this is a weird one...
i  am able to reproduce it and figured out a fix, but I don't know _why_ it's only crashing in that room... ostensibly it should be crashing in all the rooms asl;dfkj

thanks for the report though!

The only rational explaination for this :)
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