Just a small bit of feedback: Maybe the health bars should be red to match the visuals indicating damage to match the blue to represent stamina.
I think the blocking symbol works well and doesn't detract from the fight. And good choice on keeping both control schemes, some people might prefer the more advanced controls, could also be good for streaming challenge runs and such.
Great video man! I would add even more effects/juice when you land a successful punch. I love the block icon, perhaps have it also scale a bit (for the animation) - so it scales and fades out :)
Another way of communicating events like punching is by making text fly up from the player or opponent saying something like "Miss, Critical, punch, jab, etc... "
The shield looks amazing! I feel it's more important to put gameplay over "realism" especially when it's something that's both not distracting and a great improvement. The shield is a keep!!!
That one dude went full Doom Slayer mode and gave the other boxers fear
Since you're trying to emphasize leaning as damage-dealing mechanic, I think it also makes sense to emphasize its usefulness for defense: make it so that punches that land at a glancing angle do less damage than if they land straight on. Leaning out of the way of incoming punches can then limit the damage they do to you. You could implement this by using the dot product thing you did earlier in development, except this time you'd calculate the dot product between the incoming punch and a vector normal the player being punched at the point the fist makes contact.
After seeing tekken, your game's visuals seemed like lacking contrast and focus to me. You can do a lot of things but one thing (not gonna solve it all but its a step) change the arena ground color from the bright color white to black or dark something so the player characters which are bright yellow dudes pop more.
Idea: Since toby is the first fight, it would be cool to have it where you would fight him again, but it would be a very hard fight
I really do think you should include stages other than a ring to fiht on, like a construction site or something, perhaps it would compromise the 'tone' or 'directions' that you want to take the game into, but other wise it´ll be just a cool game to play for 2 matches and then never touch again, maybe some enviromental trheats(?) but I feel there{s a spark missing.
Good stuff. I think you've made improvements all around.
Awesome progress.. When you showed the "extreme" hit effects I expected, and wanted more, like 2 or 3 times as much. The cloudy cotton candy effects are a little strange too. Looks good as is too, the cartoons effects especially have grown on me over time
6:15 you got me xD
Punch A Bunch is BACK!🥊🥊🥊🎮🎮EPIK!
The blocking symbol is great and you seem to have really imoroved the controls which I'm glad for! This game seems great!
Great work, the shield is realy cool
This update is great! Not only is playing the game much simpler, but now it should be playable on PC since there are 2 buttons, amazing job PontyPants!
In the UFC kind of games, blocking usually happens by pressing block button along with strike button - so when pressing one of the bumpers character attack, but when holding trigger and pressing the bumpers character will block instead with coresponding limb.
For your hit detection issue you probably want your colliders to use continuous collision detection (CCD). This means the collision is swept rather than checked at discrete steps, and you'll get hit events even at lower framerates. In Unreal there's a checkbox under collision (in the advanced section I believe) to enable this.
@lintonfor4035