Some New Thoughts

It's been awhile since I've posted, so here's a quick status on how Smash Clash's development is going.

Graphics 2.0
One of the major things which will be changed in 0.3.1 alpha is that I'm converting the entire game to support the newest version of Corona SDK. This will allow me to take advantage of their new graphics 2.0 engine which includes water effects, better transitions, 2.5D effects and just an overall faster performance with the game. With these abilities, you can expect to see more particle effects in the future (yay particles) and a higher frame rate if you're using an older device.

Local Multiplayer
This allows two players to play on one device. This game mode will be primarily used for tablets due to screen size, but for now I'm going to keep it in the phone version to let testers tell me what they think. There're currently some issues which I'm working on resolving, such as the act pushing down a buttons, causes the other player's buttons to be released! But keep in mind these kinks will be smoothed out as development progresses.

Online Multiplayer
Here we go! This is a main component of Smash Clash, and what many have been waiting for! A few weeks ago I got the first version of online to work on the Samsung S3 and Note 2. Both were connected to 4G in the mall and had no problem maintaining a stable connection and sending and receiving data. The current problem I'm facing with online is predictive code. If you're familiar with the mechanics of online multiplayer, you'll know that all games you play which have an "real time" online mode, are pretty much just creating an illusion of real time. No matter how fast your internet speed is, there'll always be some lag, and that lag has to be compensated for. The trick is to smooth out the game by predicting where your opponent is so it doesn't appear to lag.

Gameplay Changes
Ledges can now be grabbed if you're not facing it, and while many don't like this ability, it's necessary because of the difficulty in moving a player on a phone.

At the end of the game, a pop up appears declaring the winner.

The score is kept track of in the HUD. You lose a point for dying, and gain one for killing. Simple enough.

I'm hoping to finish the code to make a "fast fall" possible. You'd simply slam the joy stick down while in mid air to fall more quickly. Haven't implemented this yet, but you can expect it in the update.

Clash attacks will hopefully be finished at the time of the update. This allows characters to charge an attack by double tapping an attack button. If you fully charge an attack, well...let's just say you're opponent won't be happy.

Singleplayer mode has the addiction of an "Event Match" mode. It has levels similar to those of Angry Birds, where there's rows of levels that you try to receive three stars in each. Next update will not allow the testers to try the levels, but they can preview the menu for selecting them.

There may or may not be another stage added...depends how much time I got. The art for a dungeon level is finished, I just need to code it. Oh, and we have awesome music for it :D

Big Fixes
Yeah. Not much here. You probably won't notice any of these being fixed. That's the sad part of being a developer.


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