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Rise & Fall News

[TEST BRANCH] HOTFIX: Player Rotation in Online Levels

Hey guys,

Small hotfix here.

We fixed player rotation getting locked after moving the right stick!

Also populated the online world with some more geometry for you to jump around on!

Have a good weekend!

-Dave

[TEST BRANCH] Networking Arrives!

Hey guys!

Biggg stuff coming in the next few months.

We've finally crossed a huge milestone, and gotten (very basic) networking working in our game.

So if you don't mind playing a very rough, extremely limited version of the game online,

Jump on over to the test branch!

NETWORKED LEVEL:

In the main menu, click 'online'.

It will take you to a lobby where you can create and join rooms.

The room names can be whatever you like.

The rotation on the players is getting locked for some reason,

Has something to do with the Aim Component not releasing control after you change camera angles.

Will work on next week.


ARTWORK VIEWER:


Added an 'art' button that will let you view concept artwork of the game.

It's on a random cycle when you press next, eventually we'll add some way to cycle in order or with groups.

Just wanted to get some of the amazing artwork into the game for people to see!

Will continue iterating on it over time.


NEXT WEEK:


-Goal is to continue adding things into the networked level and eventually get all the regular game features working online
-Merge in some new experimental features like a dedicated game manager, cosmetics, character creation and saving.. and a lot more!

-Dave

[BETA BRANCH] Bunker Arms Improved, New Slow Time Slider

Hey guys!

Another smaller weekly update.


LARGE MAP (6v6):


[h2]
PLAYERS:
[/h2]
-Fixed a bug where players could accidentally scale their size past 0 when landing on the corner of ramps.
//Wasn't a big deal, but looked funny and meant you could accidentally stretch into the kill box underneath the map and respawn when you didn't need to.


[h2]
MODELS:
[/h2]
-Bunker arms look prettier.
//They've got a new shader on them with some special mapping that makes them look better, and the arms and the curved pieces are now combined meshes and use less polys.

[h2]
LIGHTING:
[/h2]

We've done a proper lighting pass on the level, although we'll still be tweaking it.
//It was actually still using unbaked lightmaps, so the level will perform better and look better.


[h2]
UI:
[/h2]
-Added a TimeScale slider to the Experimental menu.
//Click on the 'Dev Tools' Checkbox.
//You can use this to change the speed of the game from 0 (Stopped) to 1 (Normal).
//We're using it as a dev tool to help us look at animations closer, and found it was fun to use haha.
//It also shows your FPS!

[BETA BRANCH] New Test Camera, New Rock Textures, UI

Hey guys!

Small update this week, since we were doing funding applications last week.


-Added button for switching between different camera styles
//We still need to refactor the way the aiming and movement works for this, but it's fun to try out!

-Goal text flashes red when a team reaches 8 goals or higher.

-Rocks have a new material on them, that gives them a little more detail on edges.

[BETA BRANCH] 12 Player Matches Enabled & Respawn Box


LARGE 4v4 (now 5v5 Map):

-Arena now has 5 players on each side plus a goalie
-Brings player count to 12 total.
-Two new players are white and black, and have UI for them.
-Some mesh optimization
-Imported a new cleaner, low tri-count arena glass (thanks Duncan).
-Goal Posts have been cleaned and simplified and have a new bone model to them.
-Added P9 and P10. P11 and P12 are the goalies.
-Fixed player UI and aim trajectories that didn't match their UI colour.

-Made a trigger underneath the arena that sends players back to the arena if they fall out.
//Part of a fix for sometimes players clipping underneath the ground.
//It's also part of the CharacterController being disabled briefly when you dive
//We'll eventually refactor this part.




UI:

-Added button in menu for increasing goals manually
//Can be a fix if you had to restart a game, or want a challenge.
-Moved the toggles that turn players on and off into a new panel called 'Experimental'
-MENU NAVIGATION IS LESS SLIPPERY!
//Finally found the box that lets you adjust the controller sensitivity for menu navigation.
//Added a .3 second delay before the scrolling speed kicks in.


HOME MENU

-'Rough' text no longer blocks the mouse from clicking.



In Progress:

-Allowing you to aim more precisely like in EA NHL or sports games
//Use the left stick when swinging to aim up, down, left right,
//and pick a corner with a target on the net showing where you're aiming.

-Adding some dev tools to make debugging easier like a time slider
-Adding some more customization buttons (ei. change win goal amount etc.)
-BunkerDamage we're working on still, needed to re-think the way we'd refactor it.