The Programmer’s Desk


Epic Crate Battle Version 0.7 - The Progression Update

Heyo! New version of Epic Crate Battle for you folks!

Introducing Epic Crate Battle Version 0.7 - The Progression Update!

Download Links:

MAC: [LINK]

WINDOWS: [LINK]

LINUX: 
[LINK]

Changelog:

Key

(+) Addition

(i) Information on the Above Entry

(U) Balancing

(<) Buff

(>) Nerf

(*) Fix

(^) Change

(-) Removal


|Featured Changes|

(+) Added Progression

    (IThis tracks how much you've played by gaining exp. There are 6 star tiers with 10 color tiers and 10 prestige tiers that are further divided with 10 levels each. This means a total of 6000 levels worth of content. It takes 10000 exp to level up. 50% of any human players' score after each round is converted to exp.

(+) Added Tournament Mode.

    (IThis allows you to play multiple games on random stages in quick   succession. The player with the most games won after all the set number of  games wins. If two or more players have the same number of wins, A tiebreaker is played.

(U) Chests

    (<) Leveling up grants a Chest.

        (IThe Chests you get are determined by what level you are going up from, 1-7 gets a Basic, 8 and 9 get a Customa, and 10 (when you get a new frame) gets a Gold.

    (>) Reduced the spawn rate of chests from 5%/10

sec to 1%/15 sec

        (IThis makes the map drops an Auxiliary source of Bonus Chests.


(^) Changed the whole appearance of the Health Bars

    (INow the bar itself is divided into 4 portions. As well as the portrait being surrounded by an octagon that gets fancier as your level goes up.

(^) Updated the character mug shots.

|General|

(+) Added a "whoosh" sound when any character throws a Crate.

(+) Added Point Soundtrack for Planet Travel and Volcanic Crater.

    (IMore Awesome Tracks by Kevin Macleod!

(^) Updated a Number of Effects.

    (INew particle systems by G. E. TeamDev!

(^) Updated the Appearance of the Glow surrounding characters on dark maps.

    (IThe colored glow is now accompanied by a player-colored ring, which turns invisible with the character.

(^) Enhanced the Post Processing effects.

    (IMotion Blur is blurrier, Bloom is bloomier, and Ambient Occlusion is now available!

(*) Fixed the glow of the earth clipping with the moon in the menu.


|Characters|

(+) Added new voicelines for Henrietta.

    (I) She now has multiple throw lines like all the other characters.

(U) Pumpkin.

    (<) Decreased Box Pickup Lag by 37.5% (0.8 sec -> 0.5 sec)

    (<) Decreased Box Throw Ending Lag by 37.5% (0.56 sec -> 0.35 sec)

(U) All Characters.

    (<) Reduced Hitsun time by 25% (2 -> 1.5)

        (I2 seconds of sitting around made you too vulnerable to being comboed on the ground, sometimes even full to death if you're badly unlucky.

    (>) Reduced Invulnerability Time by 33% (3 sec -> 2 sec)

        (IThis increases the pacing of the game and makes invulnerable nitro combos more difficult to pull off.


(+) Added a glow to Lerpz's Magneto Cell that shows while he's carrying a Crate.

    (INow you know how he holds them!


|Maps|

(+) Added the Water Tube.

    (IBrawl in a water-filled tube. This inhibits everyone's motion and throw power, as well as giving everyone an O2 Meter that when empty, will drain your HP.

(U) City Skyline.

    (<) Increased the Speed of the Triple Rockets by 100% (10 -> 20)

    (>) Decreased the Damage of the Triple Rockets by 33% (15 -> 10)

    (<) Increased the Damage of the Single Rocket by 50% (10 -> 15)

    (>) Decreased the Speed of the Single Rocket by 25% (20 -> 15)


(^) Updated the model/materials for Jungle Boogie

(^) Updated the model/materials for Mirror Room

(^) Updated the appearance of the Credits.

    (IThere is no longer a scroll for the ground and the camera orbits the characters.

(^) The Ghost in The Haunted House now visibly tosses the crates into the air.

    (IThen they blow upon hitting the ground.

(^) Added Character Glow to The Camping Trip.

    (INow you can see when it goes dark during the final countdown.

(^) The AI will no longer path around Nitro Crates in the Mirror Room.

    (IIt's like v0.1 all over again!

(^) Heat and O2 levels no longer apply during point matches.

    (IThis averts the higher than usual map damage taken values in Point Matches.

(^) The Psycho Announcer now completely Hijacks the normal Announcer in the Battle Arena.

    (IThis includes the countdown, victory announcement, and combo announcements.


(^) The Sentry Rockets on the Loading Dock now have the same lasers as the Police Rockets on the City Skyline do.

    (IThis makes their trajectory and future point of impact more obvious.

(^) Increased the brightness of the Police Spotlight and changed its flare on the City Skyline.

    (IThis makes the Chopper's target more obvious.

(^) The Police Helicopter now strafes in a circle around the building.

    (IThis means the angle that the rockets come from is always changing.

(*) Fixed the rockets on the Loading Dock and City Skyline being affected by explosive forces.

    (INitro blowing up near the rocket sending it sideways...

(*) Fixed the Ghost in The Haunted House not knocking over players.

    (IBoop!

(*) Fixed lighting issues in the Decrepit Dungeon.

(*) Corrected the origin of the Roadway and Moon Surface map.

    (IBoth maps have appeared in Unity3D tutorials prior to Epic Crate Battle

(*) Fixed the increased Regeneration rate in the Credits

    (IRemoved leftover scripting from the old Regeneration factor present in v0.5

(*) Fixed the Time Station entering a Chrono Shift after the round has ended.


|UI|

(+) Added a Timer Bar for each player's combo.

    (IExact time to combo end is now visible.

(^) Updated the Medal Artwork.

(^) Chests and their Keys no longer take up Inventory Space.

    (IThis means infinite chests!

(^) There is now a brief delay before your Regeneration kicks in on a point match.

    (IThis lets you see how much of a beating you just took. Lethalities are still disabled though.

(^) The player health meter flashes Red before fading to black upon death.

(^) The "Died to" text in the results now shows how long the character lasted.

    (I“Got Dropped by The Map (0:31)"

(^) Transitions toward the Sun in the menu now Whiteout instead of Blackout.

    (II shouldn't need to explain why...


|Combat|

(U) Scoring

    (<) Medals now contribute Score post round. Small scores every round and a larger overall on at the end of the match.

        (INo Medal grants 0, Bronze Grants 5(50), Silver grants 10(100), Gold grants 15(150), Platinum grants 20(200)

    (>) "Player Wins by doing nothing!" reward has been reduced from 10,000 to 10

        (IThis prevents getting a huge amount of experience from failing to do anything...

(U) Overheat

    (<) Damage has been reduced by 80% (5 Damage -> 1 Damage)

    (>) Damage Rate has been increased by 400% (1 hit/sec -> 5 hits/sec)

(U) Combo Score

    (>) Reduced score contributed by all combos but a Good.

        (IThis also reduces the massive experience gains from lucky Nitro combos.


(^) Made general modifications to the behavior of the AI.

    (IThey now have several priority sets when at Medium or Hard.

(^) Nitro crates now visibly glow.

    (IThis makes them more obvious on darker maps. But don't expect that to help you in the Mirror Room!

(^) Lowered the volume of the Stone Crate impact.

    (INot as overpowering now.

(*) The Hazard Zone now appears over the water on Desert Oasis.

    (INow you can actually see them.


|Items|

(U) Health Pickup

    (<) Increased the max number of Health on the map by 33% (3 -> 4)

    (>) Reduced Healing by 50% (10 -> 5)

        (IThis Reduces the effectiveness of kiting the Health to survive till timeout. (30 hp over 3 hearts -> 20 hp over 4 hearts)

(U) Water Balloon

    (<) Effect Altered, now douses half of your current heat.

    (>) Decreased max number of Water Balloons on the map by 66% (3 -> 1)

        (I) This increases the Water Balloons importance and reliability.

Epic Crate Battle 0.6 Released!

So here we are again. Epic Crate Battle 0.6 is finally ready! As usual, enjoy!

Download Links:

MAC: [LINK]

WINDOWS: [LINK]

LINUX: 
[LINK]

Changelog:

Key

(+) Addition/Positive

(i) Information on the Above Entry

(U) Balancing

(*) Fix

(^) Change

(-) Removal/Negative


Additions:

|Mechanics|

(+) Added Score.

    (i) Score is a new mechanic that tracks actions during gameplay and awards 1 credit for every 10 points at the end of each round or upon KO, provided the player scoring is a human player. Combos now add score if they are 3 hits or more and provide the Score needed for the same Credit bonuses they used to have on their own.

(+) Added Point Match

    (i) In Point Match, your HP regenerates and you cannot take a lethal blow. Instead, the round lasts for the set time and whoever has the highest Score at the end, wins.

(+) Added AI difficulty

    (i) On Easy, the AI's behavior is unchanged. On Medium, AI will go hearts if they are closer, and only when the AI is low on HP. On Hard, AI will always grab nearby Hearts and will attack downed targets (while they are sitting after taking a hit), potentially landing a lethal combo.

(+) Added Medals

    (i) Medals are a cosmetic feature that tells you how well someone is doing in Damage Dealt, Damage Taken, and Maximum Combo. A "Total" Medal is shown by adding the value of all the medals the character received.

(+) Added the Cheats Menu

    (i) Cheats is a secondary menu inside the options. Here you can find combat aids.

(+) Added the Hazard Zone Cheat

    (i) When active, this cheat shows the blast radius of all Crates.

(+) Added the Chain Reaction Cheat

    (i) When active, this cheat causes crates to explode when they are in range of another exploding Crate.

(+) Added the Aim Assist Cheat

    (i) When active, this cheat draws a laser along the path a Crate will take when thrown.


|UI|

(+) Added a scrolling text that lists the Scorable Actions taken by the player over the game to the Round End GUI.

    (i) This allows you to see what each player did and how much their score changed as a result.

(+) Added a toggle-able Frames Per Second (FPS) counter that also displays the milliseconds (ms) between each frame.

    (i) Know how well your computer is performing on your selected settings

(+) Added the Omega Quality Level

    (i) Only use if you have a very good computer!


|Maps|

(+) Re-added Desert Oasis.

    (i) Modified the stage’s appearance to be more scientifically accurate.

(+) Added Science Lab.

    (i) Test out new and devastating experimental tecnocrates!

(+) Added City Skyline.

    (i) Fight on a rooftop! But a police whirlybird isn't too happy about it...

(+) Added Battlefield.

    (i) Fight on a floating platform on a planet with a screwy day night cycle!

(+) Added “Hurry Up!” themes to all maps

    (i) When the timer is at or below 30 seconds, the music used to change to a generic track, now there are unique tracks on all maps.

(+) Added "Point" themes to some maps

    (i) If the "Hurry Up!" Theme is too short, the map uses a longer "Point" theme.


|Items|

(+) Added the Customa Chest.

    (i) Pronounced “cust-Oh-ma” This chest contains variants of the Basic hats that can have their main color changed. These hats also have access to ALL EFX effects. A new button after selecting an item with display if you can edit the item’s color.


|Characters|

(+) Added a Weak KO voiceline to all characters

    (i) This occurs when a character is KOed by a Stone Crate, during a Metal Buff, or when smote at 10 hp or less.


|Combat|

(+) Hats now drop into the world when the wearer is KOed

    (i) Can’t pick ‘em up though!


Balance Changes:

|Characters|

(U) Ninja.

(-) Throw Power Reduced by 23% (8.5 -> 6.5)

    (i) Ninja proved to be too strong. He was capable of low risk, high reward gameplay due to his high throwing range, high strength, and high speed. Bringing his throwing range down forces him to get much closer to his foes to be able to hit them, which is where his unchanged mobility helps.

(U) Pumpkin.

(+) Throw Power Increased by 7% (7 -> 7.5)

(+) Increased Strength by 12.5% (4 -> 3.5)

    (i) Pumpkin is the proud owner of both the fastest and slowest move speed in the game. The increased Throw Power and Speed while hauling should help her maintain a decent threat level against more mobile characters.

(U) Troll.

(+) Speed Increased by 37% (4 -> 5.5)

    (i) Troll’s throw distance is unmatched, but his slow speed and slow pickup and throw times made him difficult to play. The speed boost should help him to evade an enemy throw and then punish.

(U) Can.

(+) Speed Increased by 8% (6 -> 6.5)

(+) Strength Increased by 7% (1.9 -> 1.75)

(-) Throw Power Reduced by 6% (8 -> 7.5)

    (i) Can was almost a carbon copy of Henry. These stat changes are intended to make him feel a little more unique.

(U) Increased all character’s traction on ice by 100% (1 -> 2)

    (i) Snowy Mountain was a pain to play on since you slid around so much. The increased traction should make it harder to slide into an enemy throw or Nitro Crate.


|Mechanics|

(U) Reduced Spawn Rate of Chests by 50% (10%/10sec -> 5%/10sec)

    (i) Chests were spawning way too frequently. And the AI will automatically target them if they are closer. Meaning fewer missed chests during AI Matches.


Changes:

|General|

(^) Fleshed out the Credits.

    (i) All source names have been added.

(^) Updated a number of particle effects.

    (i) Unity is removing the Legacy Particle System soon, so any effects that used them have been updated. Also, several effects using the new system have been enhanced as well.

(^) Updated the models/materials of the Basic and Gold Chests.

    (i) The new model is more compact and easier to make look different.

(^) Updated the models/materials and animations for Pumpkin.

    (i) She is now slightly larger, has faster pickup and throw times. Also her animations fit her "ADHD" personality much better.

(^) Updated the ragdoll impact sounds.

(^) Updated the Screen Plant sounds.

(^) Footstep Clouds no longer are triggered while a character has EFX Boots equiped.

(^) Increased Inventory Page Capacity by 150% (10 -> 25)

(^) Reduced all Credit Prices for buying and selling, with the exception of the keys, by 90%.

(^) Dying to an overheat now uses the new weak KO line.


|Mechanics|

(^) Greatly reduced the time to Unchest.

    (i) This will make mass-unchests much less tedious.


|UI|

(^) Revamped the Menu Style

(^) The Title now hides during combat.

(^) Made the Health Bars and Timer visible during the Credits.

(^) Added a text shadow behind the combo text

(^) Completely revamped the Menu

    (i) You are now in outer space and there are transition animations when a stage is loaded.

(^) Modified the Sound Room.

(i) Completely revamped the background.

(^) Changed the Music in the Inventory.

(^) Relocated the Return to Menu button.

    (i) It now shows in the bottom left corner of the screen.

(^) Updated the Announcer’s Voicelines.

(^) Changed the Quality Slider to a dropdown menu and renamed the quality levels.

    (i) Now you can jump directly to the setting you want.

    (i) Levels are now (Very Low, Low, Medium, High, Extreme, Ultra, and Omega)


|Combat|

(^) Standardized the spawn locations.

    (i) This also means P1 and P4 no longer spawn under their HP Bars.

(^) Ragdolls no longer collide with Stone and TNT Crates.

    (i) This means the crates that someone is carrying when they are KOed will drop normally.

(^) Reduced the explosive force of a TNT by 43.7% (4,000 -> 2,250)

    (iThis means ragdolls aren't tossed around as much by TNTs.

(^) Modified the round end stats

    (i) The Damage Taken is an obvious section and shows with color who did what

(^) Credits Match Type has been Changed to Point Match.

    (i) No deaths till it's done!

(^) The white under bar now drains visibly and takes less time to kick in.

    (i) The less jittery effects on the health bar should help players focus on the action rather than that chunk of white that just dissapeared.

(^) Edited the Damage/Heal flash of the Health Bars to only affect the Mugshot and look smoother.

    (i) The character’s face on the Health Bar will flash Red or Green for a few moments upon their HP being modified.

(^) Crates picked up by a player wearing EFX Gloves will now glow with the exception of the Water Grip.

    (i) Pretty Lights!

(^) End round smite will ignore the metal buff and deal exactly your current HP.

    (i) Helps keep your damage taken outside of ludicrous levels (e.g. Taken 230 dmg when you hadn't healed) during Quick Draw matches in particular.


|Map|

(^) Changed the Battle Arena’s Music and Model.

    (i) Slightly revamped appearance.

(^) Swapped the coloring of the lighting on the Sentry Guns in Loading Dock. The lights also glow.

    (i) Red means active, Green means idle.

(^) The Loading Dock Sentries now make a warning beep when they activate.

    (i) Look out! They're about to open fire!

(^) Updated the effects of Planet Travel. 

    (i) Now the transition light smoothly brightens and dims during the transition between planets.

    (i) The warp now has bright lines for it’s duration.

(^) Added Cars and a Road to the Seasonal Plane.

    (i) Cars visibly drive in the background so the plane doesn’t look so plain. During the morning, evening, and night. The cars headlights will be on.

(^) The Psycho Announcer has shed some years and gained some insanity

    (i) Changed the Psycho Announcer’s Voice Actor.

(^) The music on Time Station gets changed slightly during a Chrono Shift.

    (i) This applies to both the normal music and the Hurry Up theme.

(^) The lava in Volcanic Crater and Battle Arena will now incinerate ragdolls that drop in.

    (i) Mmmm. Toasty.


Fixes:

|General|

(*) Fixed Statues falling through the map.

(*) Fixed the Music, Sound, and Voice order in the Sound Menu.

(*) Fixed clipping issues with all Gloves and Boots.

(*) Fixed Troll’s ragdoll not matching the position he was in when he was KOed.

(*) Fixed Can and Troll ragdolls not properly applying Metal or Invisible materials when they are KOed while the buff is active.


|Combat|

(*) Fixed crates colliding with the fragments from a broken crate.

(*) Fixed characters running at higher speeds when running diagonally.


|Map|

(*) Fixed the scrolling ground on Planet Travel’s Rock segment.

(*) Fixed AI movement bugs and timing issues during the Chrono Shift on Time Station.

    (i) These issues included the wonky acceleration issues causing AI to move differently during the shift and time based situations such as the character standing back up after a hit, combo timeouts, and invulnerability periods taking much less time than usual to complete.


|Character|

(*) Fixed the AI Ninja and Troll having different Throw Power values.


Final Note:

Made it to the bottom eh? Well, have a funny ECB 0.6 gif!

KOs320

~ExplodingCookie

What are you doing Cookie?

Short answer, life. Long answer, Holiday season is picking up, resulting in lots of time at my work. And when I’m not at work, Borderlands is often taking up my time. Still working on Epic Crate Battle, and hopefully I will have Version 0.6 out before the year’s end.

~Happy Holidays, ExplodingCookie

Epic Crate Battle Update Version 0.5

You see that right! Epic Crate Battle has reached Version 0.5!

Download Links:

MAC: [LINK]

WINDOWS: [LINK]

LINUX: 
[LINK]

Changelog:

Key

(+) Addition

(i) Information on Above indication

(*) Fix

(^) Change

(-) Removal

______________________

(+) Added the Inventory Menu

(i) The Inventory is where you manage, purchase, and equip Cosmetics. Cosmetics come from chests, which drop into battle, or can be purchased with Credits.

(+) Added Ten Cosmetic Items

(i) Hats can be equiped into one of three slots, Headgear, Gloves, and Boots

(+) Added Two Chests to open and recieve Hats from

(i) Chests are dropped into battle and can be picked up, adding them to your inventory, then opened if you have the correct key

(+) Added a Credits Sequence

(+) Added New Stages

    1. Snowy Mountain, Battle on a low traction ice stage!

    2. Moon Surface, Gravity is low on the Moon!

    3. Seasonal Field, Changes Time of Day and Seasons depending on your     computer’s clock!

    4. Camping Trip, Out on a peaceful camping trip gone wrong!

    5. Time Station, Time slows for the crates every so often!

(+) Added a Combo System

(i) Landing multiple hits on anyone but yourself in rapid succession will result in compliments from the Announcer and, in the case of a player doing the combo, a bonus to your Credits.

(+) Added a Perfect Announcement

(i) Sucessfully clearing a round without taking a single hit will result in Gold “Winner!” text and an announcement during the final blow slowdown

(+) Added Statues for Troll, the New Stages, and the Chests + Cosmetics

(*) Fixed Pausing during the countdown and aftermatch

(*) Fixed “Loading…” not showing up after the player inputs a key after starting the game

(*) Fixed not being able to modify the Volume Setting

(^) The Roadway has been brought down to a planet and de-scified

(^) Greatly upgraded the visuals of Planet Travel

(^) The Decrepit Dungeon has had its music changed and been greatly optimized

(^) Added a Circular Icon that depletes as the timer goes down

(^) Moved the Autosave Icon to the Left Side of the screen and updated the visuals

(^) Updated the Version Text to be visible next to the logo

(^) Refined several animations

(^) Upgraded the AI to path around Nitro Crates, which also means they may bump into them like normal players



Epic Crate Battle is Out!

That’s right folks! You can now play Version 0.3 of The Epic Crate Battle! Simply head to the Downloads page and click your operating system! Make sure you can run games made with Unity3D 5.3.0 before downloading.

Also, if you have an original character model. You can animate it, compile voice files, and package them into a .zip file. Then send it to me for me to add into the game if I approve.

The animations you will need are as follows.

idle(Used for when the character is standing)

move(Used when the chracter is on the move)

pickupBox(Used when the character picks up a box)

holdingBox(Used when the character is holding the box, overlaps with the idle and move animations)

throwBox(Used when the character is throwing the box they are holding)

gothit(Used when the character takes damage and/or is knocked over)

For further information, refer to this video.!


© ExplodingCookie 2017