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Rise & Fall News

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

Hey guys!

Another smaller weekly update.


LARGE MAP (6v6):


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PLAYERS:
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-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.


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MODELS:
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-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.

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LIGHTING:
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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.


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UI:
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-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.

[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.

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ABILITIES: Dive Boosting
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-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.

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ABILITIES: Triple Jump
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-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.

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ANIMATIONS
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-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.

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CAMERA
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-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!

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UI
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-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.