Seven verdicts from the test group
- opening CPU beatable in a game or two (softer cap, more whiffs, rubber band) - modals are for calm courts only; live-court news is a card now - the transition howto is gone: a ghost hand teaches the pull, the toss, the apex and the swing, each on the exact struggle it answers - a shot barrel keeps your weapon and glows its slot instead - switching weapons clicks, the live tile is unmistakable - barrels come faster the deeper the run goes - the umpire triple-tap cheat is deleted Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
1 parent
f13cbef28a
commit
a89e8ff419
10 files changed
+242
-79
No files matched your search
@@ -24,7 +24,13 @@ export const TUNE = {
|
||||
// Heavy topspin lets it leave flat and DIVE, which is what a smash actually is.
|
||||
aimError: 2.4, // m of scatter at quality 0
|
||||
perfectMs: 45, // |offset from window center| for PERFECT
|
||||
aiQualityMin: 0.45, aiQualityMax: 0.85, aiFlub: 0.09,
|
||||
// The tennis CPU only exists in the OPENING match (after the transition, tennis never comes
|
||||
// back — duels use racket* dials), so these three are the "how long until the first game is won"
|
||||
// knobs. Testers needed several games to get past him: softer cap, twice the whiffs, and
|
||||
// aiFlubLoss rubber-bands him — every game HE takes adds that much flub, so a struggling player
|
||||
// faces an opponent that visibly starts falling apart rather than a wall.
|
||||
aiQualityMin: 0.45, aiQualityMax: 0.72, aiFlub: 0.18,
|
||||
aiFlubLoss: 0.08,
|
||||
aiReaction: 0.45, // s before the CPU reads your shot — well-aimed corners are winners
|
||||
autoAssist: matchMedia('(pointer: coarse)').matches ? 1.15 : 0, // auto-run speed factor (mobile)
|
||||
// ---- THE SIDESTEP. Free walking stays 'rally'-only (see the movement block in gameplay), which
|
||||
@@ -298,6 +304,10 @@ export const TUNE = {
|
||||
// DELETED by it (see fireBeam); bosses "must suffer severely" but survive.
|
||||
// ---- the weapon barrel: the only way to get the four weapons that are not on the duel ladder
|
||||
barrelEvery: 3, // games between barrels being rolled on (like the ball machine's machEvery)
|
||||
barrelRamp: 8, // ...and the gap SHRINKS by one for every this many games finished, floored at
|
||||
// every game (g8 every 2, g16+ every game). Late runs live on the barrels: past
|
||||
// the point where every tin is capped, fast tapping was the only way left to
|
||||
// keep up, and "more inventory for strategic use" is the answer to that.
|
||||
barrelRoll: 2.6, // m/s it trundles across the far court — fast enough to have to be led
|
||||
barrelHp: 1, // anything pops it: ball, pellet, bomb, flame, swish. It is a target, not a body
|
||||
barrelH: 1.15, // drawn height (a body is 1.8)
|
||||
|
||||
Reference in new issue
Block a user