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Rise & Fall News

[TEST BRANCH] Polish Pass: Part 6

Global:

-Added options for time limits and goal limits
-Shop debug mode turned on (for testing)
-Shop button added to home screen

Offline:

-Removed trajectory segment that was spawning in the middle of arena at beginning of match
-Fixed characters still falling when game is paused
-Fix for grab being broken in some cases

Online:

-Fixes for achievements not firing in some cases
-Minor online grab adjustments
//Should be more reliable
-Players can now switch teams by hitting the correct button before a match
-Goalies correctly spawn in
-Victory UI correctly appears on remote clients
-Lightning character's bottom circle correctly changes colours

[TEST BRANCH] Polish Pass: Part 5


-Shop shows checkmarks for items owned
-Controller navigation improved
-Right stick controls your player model if you want to preview.
-Keyboard players can grab by right clicking the mouse
-AI Movement improved (there were some cases where their movement got weird when camera angles switched)
-Online mode spawns goalies
-Prep done for bots in online mode
-Grab should work more consistently in online mode.
-Less desync when joining an online room when a match has started
-Various performance optimizations
-UI colour changes based on team colour in online.

More to come!

[TEST BRANCH] Polish Pass: Part 4 (& End of Year Update)

Hey everyone!

Happy Holidays and Merry Christmas to those to celebrate!

Dave here.

It's been a few months since we've posted patch notes, but we are still updating the Test branch regularly.

If you're on or switch to the Test branch, you'll get the latest versions as we send them out.

A visual guide on how to do that here:


I've personally fallen behind on parsing our patch notes together from our Git commits.

(Most of us work other jobs as well as work on this game)

But the team and I have been making really good progress!


The great news -- Offline is almost ready to send to main branch!

In the new year, we'll be rolling out new updates to Test as well as to main.

We're really, really excited for more people to play the 2022--and soon to be 2023--builds of the game.

It includes all kinds of fun improvements to the core gameplay, and some refinements.

We just wanted to cap off the year by saying thank you to everyone who's played our game!

Seeing your faces light up when we put a controller in your hand has meant the world to us,

And we're very, very excited for next year, where a lot of the background work we've been doing will come into more fruition.

In terms of rollout we'll be rolling out new features in phases, similar to our roadmap plans:
    1. Offline Build from Test branch goes out to Main branch
      //This is very close to being playable. It's pretty fun to play 2v2 offline right now, and things are mostly bug-free.
    2. Online Soft-Launch
      //Online feels pretty good to play. That said, we'll want to slowly roll this out, stress-testing larger teams and groups, and make sure we give people a great experience.
    3. Store/Cosmetics Soft-Launch
      //Core architecture is there, some small customization & character creation is available on the Test Branch right now. We'll be filling inventory with models, textures, clubs and hats in the future.


    Have a great break and we'll see you all in 2023!

    -Dave and the Rise and Fall Team

    HOTFIX: Default Branch Fix

    Hey guys,

    Just a smol hotfix here.

    We made some changes that may have sent the wrong (earlier) build to some people on the Default branch.

    The Default Branch (the one everyone gets automatically) will give you the proper Stable build from May 17, 2021.

    If you have any issues, ask in our Discord.

    [TEST BRANCH] Polish Pass: Part 3

    Hey everyone!

    Small polish updates this week, more to come in the next few weeks that weren't quite ready for this update.



    -Fixed corners of play area where stands clipped into playspace.
    -Crowd people close to the playspace have been cleaned up
    -Water and Fire Shaders have been added to the glass to better theme the red and blue sides.
    -Chalk in middle has been given proper depth to match other chalk.
    -Each team's goal has been given bones to complete a square, so the scoring area is more clear from certain angles
    -Goal creases (the half-circle of space in front of their goal) have been added back in.
    -Goal creases have been coloured blue to communicate their area better.
    -Inside the goal, the floor is also painted blue (trying it out)
    -Red goal posts have been pulled out slightly to match Blue side's posts.
    -Crowd models have been given LOD's for better optimization.

    We're also thinking about moving patchnotes to Monday or Tuesdays, rather than Fridays.

    In the Works:
    AI is being worked on being brought back now that we've mostly feature-locked our players.
    They'll also use a better system for performance, and be most customizable!
    We'll talk more about them when they're ready.


    -Dave