1. Rise & Fall
  2. News

Rise & Fall News

[TEST BRANCH] Bunker Damage, Triple Jump Tweaks

Hey guys!
Small update this week on Test Branch!


PLAYER

-Dive Boosting now adjusts properly when changing sizes
-Triple Jump's 2nd jump now has distinct pose
-Slightly improved stopping animation
//Still needs a little tweaking


LARGE 4v4 MAP

-Bunkers now take damage!
//They have distinct appearances from scores 0-2, 3-4, 5-6, 7-8 and at 10!
//We just implemented these, will add more polish next week.
//Will add more effects to these soon

[TEST BRANCH]: Dive Boosting, Triple Jump, Camera Fixes & More


PLAYERS

-All players have colliders and triggers which move the ball
-Fixed P3 (the Bear Guy)'s model from not animating when large.

-Players can now kick the ball by running into it.
-Kick strength is based on player size and velocity.

-Refactored player dives so the player does a front flip when they land on the ground while holding dive.
//Looks smoother and makes more sense.

[h2]
ABILITIES: Dive Boosting
[/h2]

-Players can now dive and keep running for slightly boosted speed.
-Stops when they stop moving.
-Your feet have a blue glow when your boosted speed is active.

[h2]
ABILITIES: Triple Jump
[/h2]

-Players can now jump higher up to 3 times while moving. (think Mario's triple jump in Odyssey)
-Triple jump has different heights for different sizes
//Literally finished this today, still more to work on for feel/tuning etc.

[h2]
ANIMATIONS
[/h2]


-Made the player's jump pose more of a platformer-type pose.
-Added squash and stretch to all players upon landing.
//Makes landing feel way smoother.
-Added a 2nd jump animation, the mirror version of the first jump where he lifts his arm in the air.
-Added a 3rd jump animation where the player does a front flip and then lifts his arm up.
-Made these play randomly when jumping.


LARGE 4v4 MAP

-Fixed some spots by the goal where the ball may bounce out on blue side
-Deleted objects we don't need
-Fixed a bottom right corner spot where people and ball could clip
//Our modeller Duncan is cleaning up the mesh for next week.

-Goal post noises now trigger when the ball hits them.

[h2]
CAMERA
[/h2]

-Camera now has a better smoothing system.
-The camera uses less smoothing the faster the ball is going
//Ei.. No more ball leaving the frame when it moves really fast!

[h2]
UI
[/h2]


-Added toggles for turning players 5-8 off.
//They're rough, but they work.
-Started making a reset ball button, but had to deactivate it for the time being.
-Team colours are displayed on the top of the screen so you can see which players are on which team.

-Off-screen marker arrows no longer look phallic.



KEYBINDS


-Keyboard players can press R to open/close glider.


STUFF WE'RE WORKING ON

-Began making a controller re-assignment tool.
-Imported PUN and made the basic lobby screen for testing.
-Preparing to bring in the Grab Mechanic, where players can hold onto the ball before shooting.

[TEST BRANCH]: New Animations, Better Gliding, Better Movement

Hey guys!

Couple new things in the 'test' build for this week.


PLAYERS:

-Players now have triggers and collider volumes, so you can now run into the ball to hit it or move it.

[h2]MOVEMENT:[/h2]
-Small size feels much better to use now.
-You can make more precise movements with smaller stick movements,
-But fully pressing the stick will go fast.

-Player movement speed in-air has been separated from movement speed on the ground
-This means jumping in-air moves faster than on the ground, and opens up some fun movement possibilities.
-Slightly buffed small movement speed (45 from 40).
-Slightly buffed medium movement speed (18 from 16).

[h2]GLIDING:[/h2]
-Players can now press Y to open and close their glider.
-Players benefit from the added movement speed in-air.
-All three sizes have different weights and flight time.

[h2]DIVING:[/h2]
-Player's dives are more like a belly flop with a land and roll.
-The dive looks more like a dive, and less like a dodge-roll.
//Right now, the dive needs a little work still, you can hold A and constantly bounce up and down with it, which is hilarious tbh.

[h2]ANIMATIONS:[/h2]
-ALL new custom animations on a new rigging system!
-We're going to be tweaking and iterating on these, these are just the beginning!
-Added a new 'run to stop' animation.

[h2]SWINGING:[/h2]
-Swings have different sounds for each size.

[h2]FREEZE BALL AND LIFT BALL:[/h2]
-Added cooldowns to freeze and lift ball.
-Jump + Grow to lift the ball up in the air.
-Jump + Shrink to freeze the ball's momentum and make it fall down.

4v4 MAP:

-Fixed some spots where players/the ball could get stuck.


[TEST BRANCH] NEW 4v4 Map, Right-Stick Aiming, Paragliding, Ball Lobbing


Hey everyone,

Got a ton of new features that we've sent out to the public test branch that you can play right now.

There's still a few bugs we need to fix, and not every scene works.

But if you want to try out the latest features, they'll be on the Test branch.

Big highlights are Paragliding, Right-stick aiming, and ball centering.

The AI still needs a bit of love, so if you want to play with more functional AI, go ahead and switch to Beta or the default branch.

Have a good weekend everyone!

PLAYERS

-Right stick aiming! You can now use the right stick to aim your shot, and use the left stick to move.
-Regular swings have been buffed!
//Large force is 12,000 (from 8,000)
//Medium force is 8,000 (from 5,000).
//Meant to make the regular swing feel better and not have to rely only on charged shots.
-Bottom circle works on all players and sizes
-Increased swing range on all players slightly
//Scale 7 (from 6.5)
//Felt a little too small for the range of most club sizes.

-Shadows work on the large size
-Shadows are more visible on the floor crest.
-Fixed the charging effect from charged swing not spawning for all players.
-P4's small speed trail is now correctly purple
-Floor circles don't project onto other player's aim trajectories anymore.
-Fixed a bug where all players accidentally would jump when P1 jumped.
-Fixed a bug where other players swings would knockback P1.
-Made player's swing effect slightly more visible.
-Tuned player movement and diving to feel better and more like the old controller.
-Tweaked the charged swing release animation to better line up with the impact it creates.

-Added a collider that knocks the ball up when you grow. Right now we call it 'ball lobbing'.
-Added a whirlwind effect and sound that spawns.
-Moved the Ball Lob ability to Grow+Jump, so it only spawns when you want it to.
-RT+Jump also spawns the gust of wind.

-Fixed P3 accidentally having different stats from everyone else.
-Buffed large jump
-Medium jump is back to it's more controllable speed.
-Slightly buffed medium's movement speed (12 from 10).

-Added paragliding when you press LT+RT. Allows you to float slower in the air.
//This actually was a glitch in our earlier builds of the game, but when we fixed the bug, we missed being able to slowly descend in the air, so we added it back!

-Slightly buffed the small jump height to make paragliding a little more fun.
-Re-added swing collision with goal posts making a sound, and did it in a more optimized way.
-Began fixing our open level for the new character controllers, but it needs some more work.
-Hitting the post with a ball SHOULD make an impact sound, although it doesn't work for some reason.

-Re-tagged the rocks and glass so the ball reacts properly.

-Added trigger volumes to players 1-4, so colliding with the ball by running into it feels better.
//Players in the large size can also use their body to stop the ball in place easier.

-Gave the paraglider a rough model.
-Fixed pressing LT+RT accidentally constantly spawning shrink and grow effects constantly.
-Gave the paraglider a wind trail when it moves.
-Improved the feel of the glider on all sizes.


PERFORMANCE


-Merged in a brand new Player system thanks to our programmer Sam. He re-built the character to allow us to do more things, be more modular, and update faster. Plus it gives a big performance boost.


CLIFF

-Lined up ball with center of arena
-Lined up crest with center of arena
-Lined up ramps with center line
-Floor crest is a little more transparent to make your floor circle more visible.

4v4 Map

-Started building a larger 4v4 map.
-Added 4 more players to map (10 total, including 2 goalies).
-Gave new players unique player number above head and unique colour.
//Colours are based off a variation of either Red or Blue.
-New characters have different weapons and hairstyles.
-Got size of arena down, built a rough ramp around it so the ball can roll smoothly.
-Added roof ramps.

-Glass is now tagged as glass and ball reacts with proper effect and sound.
-Cheese Wall spawns in the right spot.
-Sent rough whitebox of arena to our modeller Duncan who cleaned up the vertices and made it a proper model.
-Added rounded arms into the map.
-Scaled up the head arrow's above player's heads by 50% to compensate for the bigger map and further camera distance.
-Cheese Walls spawn in the correct first position, then more to their closed 2nd position.
-Smoothed out edges of the corners on the arms.
-Added slopes to both sides of model, so the ball rolls down.
-Fixed the posts acting weird by removing old geometry that accidentally had duplicate colliders inside the posts.


OBJECTS

-Added new models for 3 different types of launchers, but still working on code for them.

AUDIO

-Turned down master audio of game by -9.
-Player footsteps are 50% quieter.


ACHIEVEMENTS

-Fixed a small bug with Steam Achievements.
-Achievements are temporarily turned off to fix a size change issue.

MENUS

-Added a thumbnail for the 4v4 map.


MISC.

-Began designing a destruction system, where Bunkers take impact on each goal.

[BETA BRANCH] Charged Swing Buffs

Hey guys!

A lot of small changes that add up over a while.

This is actually a build from July 26th, there's more changes we just don't have stable yet and can't release yet.

This one really brings the charged swing into its' own as the power shot we wanted it to be.

We've been quiet for a little bit just because we've really gotten into a rhythm with lockdown ending and things opening up in Canada here.

Our plan to get more updates out quicker is to simplify our pipeline getting changes to you.

Most likely, we'll go with a model like this:



Test - Has the latest features, tweaks, and changes, but is the least stable.

Stable - A little behind test, but more stable.

Main - The default version of the game that goes out to everyone. Most stable.

That'll at least allow us to be pushing things publicly faster and time between updates quicker.

It'll mean an update has a few changes from the week, sent to test, which will also speed things up as the patch notes aren't a month's worth of changes.

Anyways, here's the changes!


PLAYERS


Models:
-P3's club size matches other players, and fits his hand properly
-P3's large size head arrow fits their head properly.
-Made P2 and P4's character skin consistent between their player sizes.
-Fixed the Red Goalie's helmet from being parented wrong in the medium size.

Tuning:
-Players P2, P3, and P4 have the stronger dive that P1 has.
-Players P2, P3, and P4 have the same jump arch as P1.
-Charged Swing has been given more force and it's range is slightly bigger
//This makes the charged swing feel more in line what we wanted it to be, a part of the regular game loop where you weight between getting a quick hit off or aiming a stronger one with more force.
-Charged Swing now activates within a 1/2 second of holding the button, instead of 1 full second, which felt too long.
-Large size's jump has been buffed slightly.
//Meant to be enough that you can use it in some situations, but it's still better to change sizes for more than a little bit of height. You can now jump up onto the corner 'arms' as large.
-Fixed P2's running and aiming from being slightly off by a few degrees.
-Made goalies slightly heavier and harder to move.
-Made the charged swing less strong on hitting players back
//Was accidentally the same as the large size.

Colliders:
-Small, Medium and Large sized players have a slightly wider collider, better representing their actual size.
-All player's clubs now have a uniform collider over them (capsule shape).
//Means the ball won't clip through them and your club can block a shot.

Effects:
-Added a charge effect to the charged swing when you hold the button down.
-Added a better effect for charging up a swing
-Fixed the small run footstep from appearing when the player is in the air.
-Charged Swing's release feels more powerful by adding 5x the slash effects
//Also gives a better visual of the swing's range.
-Made the large player's swing slightly easier to see by adding 2 more slash effects above and below.
-Added small camera shake on release of the charged swing.

Animations:
-Fixed the charged swing animation from sticking sometimes.

Audio:
-Charged swing's audio plays quicker and the charge up sound is quieter.
-Charged Swing has a woosh sound play that makes it feel heavier than normal attacks.
-Large player swings have a slightly heavier swing sound.
-Lowered the pitch on the charged swing to make it sound heavier.
-Fixed a ball impact sound from not playing when a human player hit the ball.

UI:
-Changed the floor circle below a player to stay on the ground, so you can tell where you are in the air.
-P4's UI is now purple, making it easier to see on a green floor.


GOALIES


-Fixed CPU Goalies from not working.
-Activating CPU goalies doesn't make your cursor invisible anymore.
-Fixed Blue CPU Goalie's Head Arrow from being too high above his head.

BALL


-Removed an inactive light that wasn't being used, but still drew CPU power

Effects:
-Added squash and stretch to the ball when it's hit, making it feel bouncier.
-Gave the ball a reticle on the ground, always showing where it is in the air.
-Ball has a shadow underneath that changes based on it's height.

Audio:
-Glass and rocks now play 1 of 10 impact effect sounds, the same way they do with the ground.
//Makes the ball movement feel more fluid, don't hear the same 1 sound repeat over and over.

CAMERA


-Camera now cuts to a specific goal camera when goals are scored, and then back.

UI


-Smoothed out the Goal FX text and Goal Scorer Text, and they fade in and out properly.

CLIFF LEVEL


-Turned cannons and launchers off by default, and turned CPU goalies on
-Gave the red goalie a capsule collider on his club.
//Makes sure the ball won't clip through his model, even if his arms are in the way of a shot.
-Made the goalie creases a plane instead of a decal so they scale better.

OPTIMIZATIONS


-Removed some code we weren't using anymore
-Cleaned up the project file size
-Cleaned up bunker geometry so net size can be easily scaled up and down (coming soon!) properly.
-Deleting and simplifying objects in the scene.
-Assigned objects in scenes to physics materials, making them easy to tweak all of one type of surface if we need to.
-Cleaning and optimizing scripts to run faster.
-More code optimizing.
-Fixed a console error triggering when goals were scored.