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HyperStrike v0.7.0-Beta
Welcome to HyperStrike!
This game can be played using:
- Keyboard & Mouse
- PlayStation DualSense Controller
- Xbox Controller.
Controls can be found in the Gameplay Settings section of the pause menu.
What's Changed
The Beta 0.7.0 version marks a major step forward in gameplay systems, UI, audio, and polish across all areas of the game. From advanced ability systems to new visual and audio feedback, this update brings the game closer to feature completion.
💻 Code
- Network Object Pooling implemented for optimized performance.
- Introduced a Component-Based Ability System supporting multiple types:
- Movement, Area, Target, Projectile, and AreaMovement abilities.
- Speed Abilities added:
- TP_Dash, Sticky Bomb, Ground Quake.
- Crashwall Abilities added:
- Mobile Shield, Lock On, Overdrive.
- Nanoflow Abilities added:
- Boost, Team Heal.
- Players can now apply effects like Heal, Protect, Boost, and Debuff.
- Camera now follows and targets players dynamically.
- Melee Attack implemented.
- WallRun improved:
- Camera tilt based on direction.
- Correct wall sticking.
- Added 2 emote animations for Speed character.
- Refined player input handling for attacks and abilities.
- Death handling implemented.
- Created new Projectile Types:
- RaycastShot, StickyExplosiveBomb, ReboundBomb.
- Random character selection in LobbyRoom.
- Main Menu now supports Settings controls.
- Added Save & Load of PlayerPrefs for menu settings.
- Pause functionality implemented.
- Finalized Teams and Character Selection systems.
- Clients now retrieve Server IP and Port via Unity Game Services.
- Connection approval handling added.
- Optimized Input Sync with network tick rate (vs. physics update).
- Improved overall game flow, error handling, and performance.
- Fixed Bouncer impulse logic.
🎨 Art & UI
- Environment assets tagged: Grass, Metal, Tile.
- Animation transitions now use Triggers.
- Added a crosshair for aiming.
- Created Stylized Explosion VFX.
- Added Raycast shot visuals for Nanoflow and Crashwall.
- Updated Post-Processing visuals.
- Full Main Menu UI implemented.
- New In-Match UI:
- Ability cooldown indicators.
- Healthbar.
- Added Cinemachine logic to Main Menu for visual polish.
- Win/Lose UI implemented.
- Added Keyboard/Gamepad control images in Gameplay Settings.
- Created a fully functional Pause Menu.
- Added a new custom cursor.
- Implemented icons for all abilities.
🎮 Design & Gameplay Balance
- Increased controller and mouse look sensitivity.
- Reduced ball bounciness for more control.
- Adjusted drag coefficients for ground and metallic ramps.
- Refined Keyboard/Gamepad input support.
- Set default values for:
- Crashwall Abilities
- Speed Abilities
- Nanoflow Abilities
- Tuned character movement speeds.
🔊 Audio
- Added Footsteps SFX to character animations.
- Implemented SFX for:
- Bouncer being hit by the Ball or Player.
- Ball impacting different Arena surfaces: Glass, Metal, Grass.
- Goal SFX plays upon scoring.
- Added Match background music.