Crokinole Chaos V0.1.5 - Game Update - We Crokin, We Nolin
Hey all, hope you’re having a wonderful summer so far! I plan on doing a community post soon where I can talk more about some of my future plans and how development has gone over these last few months, but for this post I will focus more on listing specific changes included with this update. Until then, I do want to briefly extend thanks to Games Done Quick for having me this summer at their artist alley and all of the wonderful individuals I met there. Extra double thanks to my people on site and my pancake pals for being amazing and making it feel like home. One thing’s for certain, this game wouldn’t exist without all of you and your help.
This list isn’t entirely exhaustive but I’ve tried to hit all of the major beats for now. I hope if you give it a try you will enjoy yourself, please let me know what you think if you do!
That said, here is the V0.1.5 Changelog:
Massive changes to several aspects of the disc physics interactions, mostly with the goal of making everything feel more authentic and less icy. Disc launching should feel a lot snappier now, with less waiting around on slow discs. Including but not limited to:
- Adjusted Disc launch velocity modifier to utilize a curve instead of a static constant multiplied by the aim value.
- Increased Disc weight and added higher linear velocity dampening values. Applied a specific physics material tailored to the discs rather than the generic wood one used before.
- Adjustments to the artificial velocity drag values that would trigger at different disc speed thresholds. Board Friction is now being better calculated so this is not required to the same degree as before.
- Fine tuned contact offset modifier values, basically this dedicates more performance to better calculating upcoming physics interactions in the following frames and should prevent some of the strange board collisions that occur occasionally (especially around the twenty hole).
- Halved the face count on the board collision mesh and removed the beveled edges from the twenty hole area, this should make for more authentic sliding and less hitches on edges.
- Adjusted impact bounciness of pegs to make them slightly less intense
Here are some changes related to the Player Controller that have less to do with physics but should still bring us closer to the Crokinole experience:
- Aim wobble arrow now rotates while aiming, as opposed to only showing after finishing aiming like before
- Aim wobble rotation amount is affected by the velocity of your aim sphere, shots that launch faster will have more aim variance than soft shots
- Controller Launch button set to the same button you use to start aiming, and you can use Face Button Right to cancel aiming
- Controller Bumpers now also rotate the camera, to allow for camera adjustments after you have started aiming and want to keep your line.
- Default Camera sensitivity lowered with all control methods, soon this will be configurable but in the meantime want to land a good feeling default value.
- Increased default lean distance by ~15 degrees, still want to find other interesting ways of emulating the “one butt-cheek rule” but this should allow for partially easier shooting on the edge while still affecting the difficulty.
Lastly, here are the other board/game state related changes along with the bug fixes:
- Out Of Bounds adjustments - now instead of just checking a certain distance beneath the board to determine OOB there is a cube built around the entire board which solves issues with discs not being properly reported when launched too far. Also increased default gutter wall height and slightly lowered the gutter.
- Iterated over all instances of disc removal in the system and ensured that discs are never being removed when the Turn State is relying on their presence for validity determination or scoring, fixes several instances that would hitch the game from continuing
- Fixed bug where a disc would be considered valid if it bounced off of the twenty point holder and came back in bounds
- Fixed two separate bugs where the Ghost disc would cause frozen game states by falling into space
- Several of the game state timers that check the board to determine the current turn state have been made faster, resulting in snappier turn transitions and less waiting. Discs should also be “put to sleep” much faster now when they are moving at insignificant speeds
- Fixed several issues with Chaos Disc Selection menu in regards to navigation and menu stacking, also fixed issue where the screen fade transition wouldn’t happen properly under certain circumstances
- Fixed issue where mouse would not render over the tops of certain widgets regardless of control input method
- Fixed issue with the Next Round button focus state that could sometimes cause the turn to not continue properly leaving you stuck
- Fixed issue with 20 point scoring method that would sometimes result in 20 points rewarded even if the active shot ended up being invalid
- Adjusted Dead Disc Removal system to more accurately check the state of each disc before determining the flag to set and fixed a couple issues related to this logic that could cause game state freezes under certain board states.
More to come soon, I wish you well and take care of yourselves! If you need to reach me don't hesitate to reach out via here/email/discord.
Jest
Files
Get Crokinole Chaos Demo
Crokinole Chaos Demo
Crokinole with a Roguelike twist!
| Status | Prototype |
| Publisher | EggBit Games |
| Author | Jest |
| Tags | Board Game, Casual, Local multiplayer, Roguelite, Singleplayer |
| Languages | English |
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