Update 2 – Variance:

General Synopsis: After our first update set the tone for how Wishmere will evolve, this update builds on top of that foundation. We wanted to add more dynamism to the game, where the characters, enemies and playthroughs felt more unique. A biggest changes are the additions of the enemy HP bars, and the buffing of both the Codex Block and Codex Barrier. With the enemy HP bars visible, players will be able to easier target the enemy of their choice strategically with the most information available to them. The buffing of both the Codex Block and Codex Barrier aims to make both mechanics viable in combat.

  • New Mechanic: Sub-Boss Block
    • Sub-bosses are now able to block attacks. We’ve seen through tests that though sub-bosses are beefy and tough enemies, they have a tendency to be overwhelmed upon wake-up and are unable to properly mount an offense. This change allows Sub-bosses to have some defense in order to be a real threat.
  • New Mechanic: Randomized Item Holders
    • Items that appear on each stage are now completely randomized. This is to add a factor of luck to each playthrough, where players can get an extra Super Charged Hope Crystal if they are lucky enough.
    • Crate: Rarer than barrels but more common than chests. These items are highly likely to give low value collectable items like health and Super Meter.
    • Dream Cache: Extremely rare, with a high probability to drop Supercharged Hope Crystals. Requires players to attack the cache to break it open.
  • New Items: Super Meter Collectable Items
    • Super Meter Collectables give all players Super Meter. This is to add some variety in the collectables, to better give strategic diversity between playthroughs.
    • Half Super Meter Collectable: Gives all players half a stock of Super Meter.
    • Full Super Meter Collectable: Gives all players 1 whole stock of Super Meter.
  • New Items: Supercharged Hope Crystal Collectable Items
    • Super Charged Hope Crystals give players Super Charged Hope Crystals. This rare collectable allows players to upgrade an additional skill. Needless to say, Super Charged Hope Crystals are the highest value collectable in the game.
    • 1 Super Charged Hope Crystal: Gives all players 1 Super Charged Hope Crystal.
    • 2 Super Charged Hope Crystals: Gives all players 2 Super Charged Hope Crystal.
  • New Mechanic: Enemy HP Bars
    • All enemies now have their current health displayed above their heads. These health bars will better give a visualization on damage and allows players to create strategies to target weakened foes. We’ll be keeping an eye on this change, to see if it clutters the screen too much or hinders player experience.
  • Reworked Mechanic: Dynamic Lighting
    • Dynamic lighting on each stage has been reworked to better thematically fit the stage. We’ll likely continue to tune the lighting as we develop, to look for the best feel for the background.
  • General Changes:
    • Added analog functionality for Xbox 360 controllers. Analog functionality for Windows compatible controllers remains the same, pressing the “Mode” Command switches movement input from D-pad to analog.
    • Rearranged and added additional selections to the Main Menu. As development progresses, we will start to add more features and modes. These selections are a hint of things to come.
    • All remaining Command List Move icons have been updated.
    • Command Lists have been updated reflect the additional new Super Arts implemented.
    • Menu interface sounds have been updated to better fit the thematic feel of Wishmere.
    • Fade to black transition speeds have increased.
    • Added randomized hints during game loading screens. These hints reveal tips, tricks and knowledge about Wishmere’s mechanics and meta.
    • Reanimated all Super Art 3’s to include a brief time stop during the move’s start-up frames.
    • Sped up the barrel’s destroy animation.
  • Gameplay Changes:
    • The camera system has been reworked to better function with multiple players.
    • Codex Barrier – Codex Barriers Super Meter usage decreased by20%. Codex Barriers’ recovery time for all players decreased by 60%.
    • Codex Block – All players activate Codex Block 40% faster, allowing players to more successfully block attacks. Recovery time decreased by 30% for all players.
    • Attacks using blades now have a new hitspark FX and a new hitspark SFX. This is to further add feedback to different player attacks and for visual clarity. An example of attacks that use this new hitspark FX is all of Safford’s Abilities where he uses his sword.
    • Players are now able to complete their full attack combo even if their first attack failed to hit an enemy. This change was made to give players more control over their attacks and make it less penalizing when failing to hit enemies.
    • Players no longer face the direction of an attack they sustained. Players previously changed direction when hit from behind, but this was removed as we felt it was disrupting the flow of gameplay.
    • Sub-bosses now have a chance to drop a collectable item upon death.
    • Tuned the items’ drop chance to include the new Super Meter and Super Charged Hope collectable items.
    • Sub-boss enemies – 10% chance of dropping a collectable. If a collectable is dropped:
      • 50% chance of dropping a health collectable.
      • 45% chance of dropping a Super Meter collectable.
      • 5% chance of dropping a Super Charged Hope collectable.
    • Barrels – 20% chance of dropping a collectable. If a collectable is dropped:
      • 50% chance of dropping a health collectable.
      • 45% chance of dropping a Super Meter collectable.
      • 5% chance of dropping a Super Charged Hope collectable.
    • Crates – 80% chance of dropping a collectable. If a collectable is dropped:
      • 40% chance of dropping a health collectable.
      • 52% chance of dropping a Super Meter collectable.
      • 8% chance of dropping a Super Charged Hope collectable.
    • Chests – 100% chance of dropping a collectable:
      • 45% chance of dropping a health collectable.
      • 40% chance of dropping a Super Meter collectable.
      • 15% chance of dropping a Super Charged Hope collectable.
    • Dream Cache – 100% chance of dropping a collectable:
      • 25% chance of dropping a health collectable.
      • 25% chance of dropping a Super Meter collectable.
      • 50% chance of dropping a Super Charged Hope collectable.

Stage:

Stage Synopsis: Dynamic lighting in our stages sets the tone of the level very easily, so we reworked the dynamic lighting for each stage, each to convey it’s own message. Stages now have randomized ‘item holders’, ranging from rare and common holders. Each holder has its own drop probability and their own percentage between pickups to further add to the randomization.

  • Ice Wasteland Stage:
    • Reworked dynamic lighting to better convey the icy, lonely wasteland the stage represents.
    • Skirmishers, Magicians, Bulwarks and Sub-bosses now have lifebars.
    • Item holders in the Ice Wasteland are now randomized.
  • Sewer Stage:
    • Reworked dynamic lighting by accentuating pockets of darkness and lighting that give the stage a moodier feel.
    • Boxer Thug, Beanie Thug and Hillbilly Thug now have lifebars.
    • Item holders in the Sewers are now randomized.
  • Space Stage:
    • Reworked dynamic lighting by emphasizing the color the planet emits.
    • Space Centaur, Space Centurions, Space Centrum and Space Turrets now have lifebars.
    • Item holders in the Space Station are now randomized.
    • The computer panel puzzle is now randomized. This means that the 4 correct panels will be random (but still completable) on each playthrough, in order to keep the puzzle interesting.

Character:

Character Synopsis: All characters attained their respective Super Art to fill out their entire moveset. As we develop, we’ll be tweaking said moves and perhaps shift the Abilities / Super Arts around until we perfect the character’s meta. So far, these Super Arts are what we feel is in line with their meta.

  • Earle:
    • +/- Added New Super Art 3: The Last Battle
      • A damaging flurry that only activates if the initial short ranged punch makes contact.
  • Dove:
    • +/- Added New Super Art 3: Mark of Peace
      • Fires an arrow. If an enemy is hit, they will be marked. Performing Mark of Peace again will detonate the marked enemy, also damaging enemies nearby.
  • Safford:
    • +/- Added New Super Art 3: Vortex
      • Dashes forwards and backwards repeatedly, attacking all enemies in his path.
    • + Safford’s Super Art 2 now has a wider range, meaning the attack will successfully connect with enemies in a wider strikebox.

Bug Fixes:

    • Fixed a bug where players could perform Team-Up Supers when they were supposedly disallowed to in Tutorial mode.
    • Fixed a bug where UI audio would play over the other and cancel out the previously playing audio if new commands were given.
    • Fixed a bug where players would fail to have the correct amount of health when changing stages under certain circumstances.
    • Fixed a bug where players would lose health after retrying under certain circumstances.
    • Fixed a layering issue where Dove’s arrow UI was incorrectly overlapping each other.
    • Fixed a bug where the barrels would play the wrong SFX when destroyed under certain circumstances.
    • Fixed a bug where hovering over health collectables would incorrectly display the health gained under certain circumstances.
    • Fixed a bug where players would respawn with the incorrect amount of health under certain circumstances.
    • Fixed a bug where players would not be correctly invincible during their Super Arts under certain circumstances.
    • Fixed a bug where Bosses would not be able to interact with the player when hit by projectiles.
    • Fixed a bug where a sad, lone Space Centaur had an attack that dealt no damage in the Space Station.
    • Fixed a layering bug where performing a Super Art 3 one after the other would make the Super Art 3 background incorrectly animate.
    • Fixed a graphical error where Narsus’ dynamic lighting was being incorrectly displayed.