Rise & Fall · build 22817181 · published
Hey everyone!
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https://help.steampowered.com/en/faqs/view/276C-85A0-C531-AFA3
Fixed shadowing on player eyes
Glider has slight mesh improvements
Slight particle improvements
Adjusted glider position to be closer to player model
Normalized the impact effect you see when you hit a ball.
This effect always lasts 0.3s every time, so while the hitting was always consistent, it'll look and feel more consistent since the effect that plays better matches what's actually happening
Arena Camera Swap
By pressing the Right stick, you can swap between the 3rd person camera, and the 'Arena' camera.
The arena camera is the top down camera from offline mode (only it follows you, not the ball)
It keeps the camera above you, and lets you use the right stick to aim in any direction
It works nicely for the ending section of the bunker challenge, where you want a traditional overhead camera and precise aim
Eventually we'll probably auto-swap to this camera when you enter a goal bunker, where it makes sense to use.
Lots of iteration on the dash panels look and feel
Added red arrows on both sides to make it easy to tell which way panel faces when moving quickly and from a distance
Adjusted tread so the side you're supposed to enter looks different from the other side
Adjusted wheels to fit better
Adjusted LOD's
Made Large variant for areas that are more open
Better rim lighting (easier to see wheels moving)
Improved Platforming Challenge w/ Goal Bunker at end
//Now has proper feedbacks (arrows, object toggles, audio cues etc) that make it clear how you're supposed to complete it
Added large spring variants at various parts of map
Improved look of glass that players can walk through but balls cannot (unless player is carrying ball)
Made angled lift ring variant
Added a little icon to levers which have a unique function
Fixed some meshes and some colliders
Levers play an impact effect when you activate them.
Added a new challenge to unlock a star
Shoot balls up a ramp to hit a target in the sky
Added balls to free roam area that aren't inside glass (and can be carried anywhere)
Green triggers (which show that you've scored on a goalTrigger) have a brighter emissive glow
Improved shadow logic on balls
Improved texture on balls (easier to spot at range)
Added LOD's
Balls have new surface interactions (sound effects and particle effects on collision)
Balls in free roam have a UI circle underneath them, making it easier to keep track of and track while in-air
Balls interact with springs
Several performance optimizations
Balls now come in 3 sizes! And behave slightly different
Fixed an issue where some sound effects didn't play on collision with dirt
Balls have a white rim outline in free roam, making them stand out better against the background
Player's bottom UI circle projects onto player meshes and clubs when it shouldn't
Dash Panels should apply more force to balls than they are currently
Dash Panels that are angled shoot shoot the ball in that angle (so upwards, if the panel faces upwards)
//This already works for springs, so we just need to move the logic over from springs into dash panels, which are slightly different!
Ball Grabbing (Free Roam only) - Sometimes when grabbing a ball when another ball is close by, you may still be holding a ball, even if you should have thrown the ball away
Charged Swing (Free Roam only) - Sometimes the player spins during a charge swing
//This was fixed a long time ago, but accidentally got reverted at some point. Working to put it back in today, and absolute worst case, by next week.
It's a fun mashup of platformer and sports game we've been wanting to try for ages
Make your way through platforming challenges
Find the ball in the level
Bring it to the blue goal on the other side
Beat the team defending it to destroy their base, opening up access to the next level.
Score on the net to destroy the base and move on!
We've pushed code in recent builds that should handle Steam Cloud saves for everyone, we just want to give it a little more testing and confirm it's merging playtimes of multiple devices correctly each time!
//We think cloud syncs are working correctly, but we want to do some further tests before we announce it to everyone!
The first woman playable character is mostly ready to go out!
After we're confident with her model, we'll release more variants, until we've got 8 total women characters (or template characters)
Again we're building the system to be modular, so eyes, hair, noses, mouths, clothing and accessories can be swapped in and out and create some nice variety.
With Cloud Saves confirmed to be working, we'll next start applying basic player levels to your account based on games played, goals scored, and achievements unlocked in-game.
It's meant to be a foundation for progression as you play the game.
By default, not everything will be unlocked, but you'll unlock more as you play.
Maps, characters, and cosmetics would be unlocked from playing the game.
More unique stage hazards will come with the new toys we've been experimenting with in Free Roam:
Switches, Levers, Cannons, and Collectibles
Grab-able Hazards: Want to reposition a hazard or take it with you? Go ahead and play around.
//We'll be experimenting with what level of freedom makes the most sense, and what players like. Do you want complete freedom of any hazard in-game? Or does it make sense to limit to hazards on your side?
Adjust Hazard Refresh Time: Make hazards rotate on a set interval you choose, or set to random for absolute chaos.
We're continuing to flesh out the tutorial in Free Roam to teach the basics of the game controls in a simple way. Expect little challenges and tests that teach you how each of the main actions work in-game.
//Some improvements are in, some more hints and cues and nudges are there, but we've got more coming
The music player will soon take into account what songs have been played previously and aim to play new songs, vs playing a random new song every time.
//I think this has mostly been corrected, but we'll be adding some caching to make sure this works every time
Wanna use your weight to slam down on a trampoline, then shrink small when going up to get super big air? Small interactions like that are on the way.\[/p]//These are built (trampolines that give you more air based on how hard you fall down onto them). //We haven't gotten the math and the numbers feeling right just yet, so we haven't turned this on yet.
Weighted pressure plates, pipes and gaps only small size can fit through, breakable objects only large can smash, to give an idea.
Collectibles (like coins, fruits, stars) will come to free roam, as we build more tools for making custom platformer-style levels for the single player experience.
Giving another pass to our player animations. They're responsive (aka they hit the key poses at around the right times to make player feedback feel like they're working), but they are a little twitchy due to the way we initially made them and sped them up.
So we'll be doing a pass to lock in those key frames, normalizing their speed and cutting out in-betweens that look a little twitchy on higher frame rates.
Characters will blink again and have various facial expressions based on what's happening in scene, giving them some more personality and aliveness.
Gliding will get unique animations, with a unique pose and character tilting in the direction you're leaning in.
Unique animations for player jumps in the 'up' and 'down' state of the jump.
Hazards are getting updated to have more visual feedback when interacted with, and we're taking this even further.
Things like 'dash effects' when receiving the effects of a dash panel, or unique audio when inside a fan are all little details we're putting in to make feedback feel even more clear and 'finished' when using.
Materials will react differently depending on the object they're interacting with
//Think how the ball has unique interactions with snow, grass, dirt, sand and more--we want to apply that to the player and more unique interactions between objects.
A tournament mode where you can play against a set of teams to win a championship.
Create a team with a team logo and player roster, and compete in a league against other teams.
//Part of us expanding ways to play Arena Matches. With more character model variety in-game, we can make tournaments between teams and eventually build up to seasons with playoffs.
Movement in Free Roam feels good, but we want to take it a step further.
'Momentum' (to us) is where players gain and lose speed slightly based on running up or down sloped surfaces or terrain. So running up or down surfaces have a feeling of weight, and you can do fun things like shoot yourself off a curved surface for big air! 🦔🦔
//Adjusting player movement for slopes is about 50% done, we've got the basics down, we just need to make sure it triggers where we want it to in all cases
Along with momentum, 'coyote time' is that brief period you've walked off a surface but can still jump. It's common in platformers, and we've been looking forward to implementing it here too!
Why choose the Lightning characters over the Fire characters?
We want to add small gameplay reasons for having different elemental characters on your team.
We'll be experimenting with the best implementation, but we have lots of ideas!
//Think supers/ultimates, elemental affinities, strengths/weaknesses, team chemistry.
Marsh, Jungle, Forest, and Beach Biomes will roll out once we've build environments for them that we're happy with and can keep the file size reasonable.
More to come!
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