- Devblog #18 - 24 July 2020
Hey Everyone! Fixed dragging master volume to lowest not actually muting. Fixed the heavy passive for co-op. Fixed a glitch when earning money in co-op. Heal ability aura is now synced for co-op. Damage ability aura is now synced for co-op. Tank ability aura is now synced for co-op. Speed ability aura is now synced for co-op. Nova ability aura and bullets are now synced for co-op. If anyone wants to ask any questions or has any issues/bugs, please feel free to contact me. Discord - https://discord.gg/j8PJvwD Twitter - https://twitter.com/broodlingstudio Keep safe everyone :)
- Devblog #17 - 5 July 2020
Hey Everyone! Fixed the Summoners not attacking the player in Single Player. Fixed the Wyverns not attacking the player in Single Player. Fixed issues with leaving lobbies and joining other lobbies where user details weren't displaying correctly. Fixed an issue with the ready up toggles where other players could sometimes toggle yours. If anyone wants to ask any questions or has any issues/bugs, please feel free to contact me. Discord - https://discord.gg/j8PJvwD Twitter - https://twitter.com/broodlingstudio Keep safe everyone :)
- Devblog #16 - 28 June 2020
Hey everyone, This is just a small patch for now. Stopped players being able to move if dead. Fixed the issue where some enemies weren't spawning in co-op. On lobby enter, the character in the background resets to the default one. If anyone wants to ask any questions or has any issues/bugs, please feel free to contact me. Discord - https://discord.gg/j8PJvwD Twitter - https://twitter.com/broodlingstudio Keep safe everyone :)
- Devblog #15 - 19 June 2020
Hey Everyone! Things have been busy but fret not for there is an update! Co-op Changes All enemies are now co-op ready. The drone now spawns correctly and follows the correct player. A loading screen has been implemented when starting a game. Players no longer collide with one another. The player should now see the lobby UI when accepting an invite through steam. The death screen no longer pops up for everyone if only one player has died. The damage flash no longer appears for all players if another player takes damage. The health bar no longer flashes for all players if another player takes damage. Fixed a UI bug with the stats menu. If anyone wants to ask any questions or has any issues/bugs, please feel free to contact me. Discord - https://discord.gg/j8PJvwD Keep safe everyone :)
- Devblog #14 - 7 May 2020
Hey Everyone! Some good progress has been made with co-op. Added knights to co-op. Added archers to co-op. Added mages to co-op. Added summoners to co-op. Enhanced the visuals of the play area. Tweaked the movement to make it easier on the eyes. The next update should hopefully include the wyvern enemy and the players abilities. If anyone wants to ask any questions or has any issues/bugs, please feel free to contact me. Discord - https://discord.gg/j8PJvwD Keep safe everyone :)
- Devblog #13 - 27 April 2020
Hey Everyone, Today's a pretty big one. The co-op is finally ready for early alpha testing! I've only included the basics of functionality in it, the rest will be added as soon as they are ready. Whats currently playable in the alpha Any of the 6 playable characters. All weapons. Enemy - Squires. (The rest are almost ready). If anyone wants to ask any questions or has any issues/bugs, please feel free to contact me. Discord - https://discord.gg/j8PJvwD Keep safe everyone :)
- Devblog #12 - 5 April 2020
Hey Everyone, I know it's been a while but I've been super busy implementing networking for co-op. I'll soon be making it live as a beta as there's still a bit of work that's required. I'm pretty happy with how it's been progressing so far. Who knew networking would require so much work? Haha. Fixed a bug in the buy menu with the weapons rate of fire not displaying the correct values. Tweaked a lot of the way most things interact, increasing the performance of it all. If anyone wants to ask any questions, please feel free to do so. Discord - https://discord.gg/j8PJvwD Twitter - https://twitter.com/broodlingstudio Keep safe everyone :)
- Devblog #11 - 9 March 2020
Hey Everyone, Fixed a bug with the damage passive and the damage buff - the correct values are now reflecting. I've also added the base framework for the steam lobbies and networking. Once I've got it to a playable state I'll release it as an Alpha. For the next while I'll be working on getting the lobbies and networking to a playable state. If any bugs in the game should arise, I'll fix them first.
- Devblog #10 - 28 February 2020
Hey Everyone! Feb 28, 2020 Buffed the turrets a bit - bullets travel faster. Buffed the summoner - time between shots is now shorter. Fixed the cursor being able to move off the game screen. Fixed a minor bug with the score when it reaches 10 000+. Fixed the flame-thrower not receiving a damage buff. Fixed the cross-hair disappearing in the fog. Fixed a minor bug with the leaderboards positioning.
- Devblog #9 - 27 February 2020
Hey Everyone! Feb 27, 2020 It's been a week since launch, thank you everyone for the support! :) Implemented steam leaderboards. Added a golden border around the items in the buy menu once they're maxed. Removed the price of items once they're maxed as well. Upgraded Unity to a newer version. More QoL tweaks and balancing are coming. I'm currently working on a road-map for the future of Fight High. There's tons more exciting things to come!
- Fight High is now available! - 20 February 2020
Yeup that's right! Fight High is finally available to play! A real dream come true. I still have so much planned for this game! Thank you to everyone who has given input and helped test along the way.
- Devblog #8 - 19 February 2020
Hey Everyone! Feb 19, 2020 World height has been adjusted, making it more pleasant to play on. Adjusted island sizes and positioning as well. Health pickups have been added across the map. Steam achievement are now complete.
- Devblog #7 - 17 February 2020
Hey Everyone! Feb 17, 2020 Tweaked the enemy spawn times a bit more. Fixed the invulnerability bug. Fixed passives carrying over sometimes. Added text to the buy menu indicating that the snipers shot pierces enemies when fully upgraded. Halved the archers arrow travel speed.
- Devblog #6 - 15 February 2020
Hey Everyone! Feb 15, 2020 Tweaked enemy spawn times some more. Scaled the mages damage as well. Added AR explosive damage upgrades. Lowered the shotguns base damage from 7 to 6. Fixed a small bug with the buy menu when purchasing the final upgrade.
- Devblog #5 - 12 February 2020
Hey Everyone! Feb 13, 2020 Done some major tweaking to enemy balancing. As time goes on, stronger versions of the enemies will spawn. Certain difficulties of enemies have been spaced out more, to not feel too overwhelming. I've extended the time it takes for enemy types to be of their strongest variant. Fixed a minor bug on the buy menu with the cost of the last weapon upgrades. Fixed loading bar percentage starting at 20%, it now starts at 0%. Increased the size of the summoners locking on warning, it should now be more noticeable. I will keep tweaking the balancing of all enemies along with weapon power. Let me know how these changes feel.
- Devblog #4 - 8 February 2020
Hey Everyone! Large patch again :) It's all coming together pretty well. Feb 8, 2020 Fixed a bug with the lifesteal passive when using the flamethrower. Fixed a few inconsistencies with the damage displays in the buy menu. The LMG now has damage upgrades. The dragon no longer has a death animation, instead it explodes like the rest do. Reworked the background sound - there's now more music - get higher scores for it to change. I've added a new enemy in hopes to encourage people to not camp. This enemy attacks from far and has a slow attack speed. There is also a warning when it targets you. Steam achievement are almost complete! Balancing is still being tweaked.
- Devblog #3 - 24 January 2020
Hey Everyone! This is a fairly large patch, there were a few components I needed to finish before pushing. Jan 24, 2020 All abilities now have upgrades! They now last longer and have shorter cooldowns. The assault rifle is now finally relevant. Along with its normal bullet, it now has a chance of shooting an explosive round, dealing area damage. The assault rifle also has upgrades now, increasing its firing speed and the travel speed of the normal bullet. I've also balanced some of the weapons a bit more. There's now text above the HP bar showing you your HP value (for debugging purposes) - I've done a few changes to the health system. There is now a "buy menu" icon on the HUD in-game. The next few days I'll be working on finishing off the steam achievements and any other bugs that appear.
- Devblog #2 - 17 January 2020
Hey Everyone! Small patch coming through! Jan 17, 2020 Tweaked the spawn times/rates of the enemies. Increased the HP of all enemies. Lowered the Archer and Mages damage dealt. Increased the flames width of the flamethrower. Changed the clouds colour. An attempt at fixing the invulnerable bug of the Zerker class. I'm currently working on the balancing of pretty much everything and some other minor tweaks.
- Devblog #1 - 15 January 2020
Hey Everyone! I've been real busy trying to get it ready for launch - there's a few more things left to finalise. Going forward I'll be releasing a devblog/patch notes for each update I push. Latest Update Jan 13, 2020 Did a few minor changes to the GUI. Added "highscore" to the stats screen. Weapon and Ability prices have been adjusted. Squire spawn balance. For the past updates I haven't published a devblog, please see below. Jan 11, 2020 Fixed a bug causing performance issues - performance is now doubled. Fixed getting stuck on drone hitbox. Fixed some spots player could get stuck in. Jan 7, 2020 Fixed weapon keybinds. Fixed end game score not showing your final score. Jan 3, 2020 Made a few changes to how the "Passives" are displayed. Fixed the splash screen on startup. Jan 1, 2020 Fixed a menu bug. Added camera shake. Fixed various scaling issues. Fixed the "quit" button not workin…