Things are moving on nicely. Today I talk about the new motion blur system and the new ships that I've added to the game.
Hope you enjoy!
Here's my 5th developer blog for Beat Hazard 2. Things are moving on nicely. Today I talk about the new motion blur system and the new ships that I've added to the game. Hope you enjoy!
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Hi there, this is my 4th video about the development of Beat Hazard 2. I've just added proper 3d lighting! And I take you on a tour of the new per-track leaderboard system. Please subscribe and share. Feel free to ask any question in the comment section. Is you wish, you can pre-order with 20% discount: Here Hi there, this is my 3rd video about the development of Beat Hazard 2. Quite a lot of changes since the last video. I've now got a full game loop working and a lot of the base game play. As stated in the video, my current goal is to recreate BH1 and then go on to add better visuals, more modes and weapons etc. So don't worry if it's all looking a bit like BH1 at the moment. This is as intended at this point in the development cycle. Near the end of the video I go on to explain how the game uses FFT (Fast Fourier transform) to break down and analyse the music. Please subscribe and share. Feel free to ask any question in the comment section. Is you wish, you can pre-order with 20% discount: Here Let me teach you the secrets of Kung-Fu Martial Arts Brutality has been out for sometime now and a lot of higher level players are interested to know how the game models the body so they can better craft their decks and tactics. So here I'll go into a lot of detail about the internal model that the game uses. I'll also show the actual data from the game. So here we go... Body Part Data Each body part has different levels of hit points. And each body part maybe protected by other parts. Each body part also contributes towards different KO types. Let me explain that in detail. Here's the first two lines of the body part data file: ; Type Region Class HP Failure% Protected BZ Skull Head Bone 500 20.0% None BZ Brain Head Organ 1200 100.0% Skull 65.0% None BZ is Body Zone. Type is the body part type. Region and class are self evident. HP is the number of hit points. When this reaches 0 the part is dead. Failure % is the amount that part contributes to any particular KO, more on that later. Protected shows if this part is protected and by how much. Here we can see the Brain is protected by the Skull at 65%. So 65% of the damage to a Brain hit is taken by the Skull. (So it's more efficient to take out the Skull and then the Brain) Here is the full list ; Type Region Class HP Failure% Protected BZ Skull Head Bone 500 20.0% None BZ Brain Head Organ 1200 100.0% Skull 65.0% None ; -------------------- BZ Jaw Head Bone 200 20.0% None BZ Teeth Head Bone 300 20.0% None BZ Nose Head Bone 100 20.0% None BZ L_Ear Head Organ 250 20.0% None BZ R_Ear Head Organ 250 20.0% None BZ L_Eye Head Organ 100 50.0% L_EyeSocket 90.0% None BZ R_Eye Head Organ 100 50.0% R_EyeSocket 90.0% None BZ L_EyeSocket Head Bone 350 10.0% None BZ R_EyeSocket Head Bone 350 10.0% None ; -------------------- BZ Jugular Neck Organ 1000 100.0% None BZ Throat Neck Organ 250 30.0% None ; -------------------- BZ Ribs Chest Bone 900 20.0% None BZ Heart Chest Organ 450 100.0% Ribs 80.0% None BZ Lungs Chest Organ 500 100.0% Ribs 80.0% None ; -------------------- BZ Stomach Abdomen Organ 300 25.0% None BZ Kidneys Abdomen Organ 300 25.0% None BZ Liver Abdomen Organ 300 25.0% None BZ Groin Groin Organ 300 25.0% None BZ Pelvis Groin Bone 450 70.0% None ; -------------------- BZ L_ShoulderJoint Arms Joint 250 35.0% None BZ R_ShoulderJoint Arms Joint 250 35.0% None BZ L_ElbowJoint Arms Joint 200 30.0% None BZ R_ElbowJoint Arms Joint 200 30.0% None BZ L_WristJoint Arms Joint 150 25.0% None BZ R_WristJoint Arms Joint 150 25.0% None BZ L_PelvisJoint Groin Joint 900 100.0% None BZ R_PelvisJoint Groin Joint 900 100.0% None BZ L_KneeJoint LegsTop Joint 350 100.0% L_KneeCap 85.0% None BZ R_KneeJoint LegsTop Joint 350 100.0% R_KneeCap 85.0% None BZ L_AnkleJoint LegsBottom Joint 150 25.0% None BZ R_AnkleJoint LegsBottom Joint 150 25.0% None BZ L_ShoulderBlade Arms Bone 300 35.0% None BZ R_ShoulderBlade Arms Bone 300 35.0% None BZ L_UpperArm Arms Bone 450 35.0% None BZ R_UpperArm Arms Bone 450 35.0% None BZ L_LowerArm Arms Bone 400 35.0% None BZ R_LowerArm Arms Bone 400 35.0% None BZ L_Hand Arms Bone 400 20.0% None BZ R_Hand Arms Bone 400 20.0% None ; -------------------- BZ L_KneeCap LegsTop Bone 850 1.0% None BZ R_KneeCap LegsTop Bone 850 1.0% None ; -------------------- BZ L_UpperLeg LegsTop Bone 1000 60.0% None BZ R_UpperLeg LegsTop Bone 1000 60.0% None BZ L_LowerLeg LegsBottom Bone 800 60.0% None BZ R_LowerLeg LegsBottom Bone 800 60.0% None BZ L_Foot LegsBottom Bone 250 5.0% None BZ R_Foot LegsBottom Bone 250 5.0% None BZ SpineNeck Neck Bone 800 100.0% None BZ SpineChest Chest Bone 600 100.0% Ribs 25.0% None BZ SpineAbdomen Abdomen Bone 800 100.0% None Important note: The final HP of each part is further modified by the Fight Style you use and your current Performance settings. For example, Wing Chun uses have very weak bones, at -50%, so all the Bone HP values will be 50% lower. A full break down of fight style modifiers can been seen here. KO Types To gain a KO you need to destroy a certain set of body parts. The following data show each KO type and the body parts that belong to the KO type. Remember the 'Failure %' from the table above? Well that's the amount that part contributes to the KO. So if the Brain is 100%, you'll get a KO with just that part destroyed. However, the Nose is 20%, so if you break the Nose you'll have 20% of a Head KO. Additional to that there's the 'BreakAtLeast' value which shows the minimum number of parts that must be destroyed to get a KO. (Even if the total Failure % is > 100) So, you must 'BreakAtLeast' x parts and the sum of the 'Failure %' of those parts must be >= 100% to get a particular KO. ; ------------------- BZDamageGroup DG_Brain (Coma KO) BreakAtLeast 0 AddBZType Brain EndBZDamageGroup ; ------------------- BZDamageGroup DG_Head (Massive Head Trauma KO) BreakAtLeast 3 AddBZType Skull AddBZType Jaw AddBZType Teeth AddBZType Nose AddBZType L_Ear AddBZType R_Ear AddBZType Throat EndBZDamageGroup ; ------------------- BZDamageGroup DG_Eyes (Blinded KO) BreakAtLeast 2 AddBZType L_Eye AddBZType R_Eye AddBZType L_EyeSocket AddBZType R_EyeSocket EndBZDamageGroup ; ------------------- BZDamageGroup DG_Joints (Joint Trauma KO) BreakAtLeast 3 AddBZType R_WristJoint AddBZType L_WristJoint AddBZType R_ElbowJoint AddBZType L_ElbowJoint AddBZType R_PelvisJoint AddBZType L_PelvisJoint AddBZType R_AnkleJoint AddBZType L_AnkleJoint AddBZType L_KneeJoint AddBZType R_KneeJoint EndBZDamageGroup ; ------------------- BZDamageGroup DG_Spine (Paralysis KO) BreakAtLeast 1 AddBZType SpineNeck AddBZType SpineChest AddBZType SpineAbdomen EndBZDamageGroup ; ------------------- BZDamageGroup DG_Jugular (Bleed Out KO) BreakAtLeast 0 AddBZType Jugular EndBZDamageGroup ; ------------------- BZDamageGroup DG_Heart (Cardiac Arrest KO) BreakAtLeast 0 AddBZType Heart EndBZDamageGroup ; ------------------- BZDamageGroup DG_Lungs (Suffocation KO) BreakAtLeast 0 AddBZType Lungs EndBZDamageGroup ; ------------------- BZDamageGroup DG_Abdomen (Internal Organs KO) BreakAtLeast 4 AddBZType Stomach AddBZType Kidneys AddBZType Liver AddBZType Groin EndBZDamageGroup ; ------------------- BZDamageGroup DG_UpperBones (Upper Bones KO) BreakAtLeast 3 AddBZType Ribs AddBZType L_ShoulderJoint AddBZType L_ShoulderBlade AddBZType L_UpperArm AddBZType L_LowerArm AddBZType L_Hand AddBZType R_ShoulderJoint AddBZType R_ShoulderBlade AddBZType R_UpperArm AddBZType R_LowerArm AddBZType R_Hand EndBZDamageGroup ; ------------------- BZDamageGroup DG_LowerBones (Lower Bones KO) BreakAtLeast 2 AddBZType Pelvis AddBZType L_UpperLeg AddBZType L_LowerLeg AddBZType L_KneeCap AddBZType L_Foot AddBZType R_UpperLeg AddBZType R_LowerLeg AddBZType R_KneeCap AddBZType R_Foot EndBZDamageGroup ; ------------------- BZDamageGroup DG_Distributed (Multiple Serious Injuries KO) BreakAtLeast 6 AddBZType Skull AddBZType Jaw AddBZType Teeth AddBZType Nose AddBZType L_Ear AddBZType R_Ear AddBZType Throat AddBZType L_Eye AddBZType R_Eye AddBZType R_WristJoint AddBZType L_WristJoint AddBZType R_ElbowJoint AddBZType L_ElbowJoint AddBZType R_PelvisJoint AddBZType L_PelvisJoint AddBZType R_AnkleJoint AddBZType L_AnkleJoint AddBZType L_KneeJoint AddBZType R_KneeJoint AddBZType Stomach AddBZType Kidneys AddBZType Liver AddBZType Groin AddBZType Ribs AddBZType L_ShoulderJoint AddBZType L_ShoulderBlade AddBZType L_UpperArm AddBZType L_LowerArm AddBZType L_Hand AddBZType R_ShoulderJoint AddBZType R_ShoulderBlade AddBZType R_UpperArm AddBZType R_LowerArm AddBZType R_Hand AddBZType L_UpperLeg AddBZType L_LowerLeg AddBZType L_KneeCap AddBZType L_Foot AddBZType R_UpperLeg AddBZType R_LowerLeg AddBZType R_KneeCap AddBZType Pelvis AddBZType L_UpperLeg AddBZType L_LowerLeg AddBZType L_KneeCap AddBZType L_Foot AddBZType R_UpperLeg AddBZType R_LowerLeg AddBZType R_KneeCap AddBZType R_Foot EndBZDamageGroup Speed and Power Each card has a Speed and Power value. These are typically in the range from 1 - 10, but can be boosted higher. These values are modified and scaled to get final amounts for an attack. Power works in the following way: Power 1 = 75 hit points Power 10 = 180 hit points So Power is linearly interpolated from 75 to 180. Power over 10 will be interpolated at the same rate. The interpolated Hit Point value is then deducted from the HP value of the body part that's hit. (Power value is also affects by your swipe rating, Chi Boosts and Performance Point settings) Speed uses the following system. Speed is turned into a time. This time determines how long it takes the attack limb to travel across it path in the defend turn. Speed 1 = 0.75s Speed 10 = 0.40s So for speed 1 you have 0.75 seconds to block. At Speed 10 you have 0.4 seconds to block. Speeds above 10 are similarly calculated. Summary I hope that all makes sense, it's pretty dense, but it's what was needed to build a reasonably interesting model of the body. I hope it helps you build better decks and may you go on to triumph against your foes! Use this knowledge wisely.
Hi there! This is the 2nd developer blog for Beat Hazard 2. This week I show enemies blowing up, and I build a stupidly big ship! If you wish, you can pre-order the game at a 20% discount below, and if you do you'll get access to this pre-alpha build so you can chill out to the neat visualisers! Pre-Order with 20% discount: Here Hi there! This is the first developer blog for Beat Hazard 2. For those that don't know, Beat Hazard is a music driven twin stick shooter. You can play to any track you like and the game will react and create gameplay from that music. This is a first look video of a very early pre-alpha. I wanted to show the new visualisers and the cool 'Open Mic' mode where you can play to any external music source (i.e. Spotify) If you wish, you can pre-order the game at a 20% discount below and if you do you'll get access to this pre-alpha build so you can chill out to the neat visualisers! If you find any bugs, please let me know. Pre-Order with 20% discount: Here A kick ass batch of content is now live for Martial Arts Brutality. Firstly we have Veteran Quests, each quest now has a veteran version. Your opponents will be tougher, faster and more cunning. They will use Chi attacks too. Be prepared! There is also two new fight styles! First, let's have a look at all the fight styles stats: Muay Thai Kick Boxing Muay Thai Kick Boxing has fast and powerful elbows and knees. Build your deck with this in mind. With this style you have a tough body so you can soak up a reasonable amount of damage. The big bonus with this style is that broken bones won't slow you down! You can still use cards that would otherwise be disabled with other styles. One thing to look out for, with Muay Thai you only increase your adrenaline by attacking, so you need to get in there fast and don't hold back. US Marine. Unarmed Combat. US Marine Unarmed Combat Style shakes things up with a modern military style. The US Marine is like a tank, you have a very tough body and can afford to soak up a lot of damage. Your opponent will need to land a lot of blows to take you down!
If you do take damage to less than 50% then you invoke the powerful 'Oorah' spirit! This gives all subsequent attacks +4 on speed! However, being a modern style the US Marine does lack some Chi ability. You don't have the skill to utilise any Chi attacks or Dim Mak techniques. You can use the blue internal Chi cards to increase power etc. but you will need a Chi Boost card in order to gain Chi Points as you won't earn any via fighting with this style. A final thanks to Mr RIOT (World's number 1 player) for providing the 'Oorah' voice effect! I hope you enjoy the new content. Good luck out there... Check this out, it's the first time I've got Beat Hazard 2 listening to music played via an external source.
This is great for everyone that wants to use music from a premium streaming service such as Spotify, Amazon Music, Apple Music etc. The downside is that the game won't know the metadata of what's being played, but there might be a way round that. The game will of course still be able to use your local music on your hard drive or network, and will also be able to play to internet radio station. More updates soon. Btw, if you're feeling excited, you can pre-order the game here. First Development Screen Shot So it's not much to look at, but here's a development screen shot of Beat Hazard 2.
You can find more information, and pre-order here. Feel like punching someone? Well you can now with Martial Arts Brutality on Steam Early Access. Download here! Enjoy! Release your inner warrior!
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