Irrational Karate Dev Blog


#21

#22

Along with fixing a few bugs and tweaking some of the control/animation handling around dodging and switching sides with your opponent, level and character selection are now implemented. Also, any characters not currently involved in the fight will be in the background, cheering you on.


#23

It has been a pretty staggering amount of combined effort with @matt but we’ve managed to get the WebGL build down to just 16.5mb now. A bit of a chore but no doubt worth the improved loading time for players.

As well as going through a testing/feedback/changes cycle, we’re trying to optimise the user journey to get players into the action sooner. To that end, I’m compressing all of the splashscreens into a single screen. Additionally, whilst you can view the existing fullscreen control layouts via the options menu if you need a reminder, I’m including a simplified view of the gamepad and keyboard controls directly on the splashscreen so players should just be able to jump straight in.

Work in progress:

UPDATE: Fireballs!


#24

​Exciting times - I think we’re getting pretty close to an official version 1.0.0!

Lots of work around accessibility and user experience this time with a bit of an overhaul of the menus. Text has been reworded for clarity, items have been moved between screens and laid out differently, number of button presses needed to get around have been reduced… the list goes on!

Stage and character selection are now fully functional as well and, following the large reworking, the in-game menu is now back up and running.