1. Rise & Fall
  2. News

Rise & Fall News

[TEST BRANCH] Polish Pass: Part 2

Hey everyone!

It's the end of another week and wanted to share the details of a few small updates that went out.



-Fixed swings not registering taps and hold inputs
-Menu music correctly stops when you load into the online arena.
-Gameplay music correctly plays when a game is in progress.
-Victory chime when winning a game has been added back in.
-Camera now moves smoother when goals are scored.
//Camera cuts to 'goal cam' on score, holds, then correctly returns to center field.
-Capsule crowd has been upgraded to actual human models.
-Fixed a spot in the top left where small players could get stuck.



-Fixed charged swing from not being as strong as it was supposed to be on the large size.
-Players can left-click their mouse to swing, and aiming with the mouse works again.
-Some small AI fixes.
-Small movement has been slightly increased (90 from 80)
-Air speed has been increased to match (100 from 90)
-Medium In-air speed has been increased to feel more like before (70 from 50).



-Post Boredom Splash art has been updated to a higher resolution.

Home Screen:
-How to Play has been rebuilt and uses a 'carousel' system to swap back and forth slides.

Lobby:
-Customize Button now works correctly.

Offline:
-Offline matches can be set up through the Character Select.

Have a good weekend!

-Dave

[TEST BRANCH] Polish Pass: Part 1

Hey everyone!

This week we spent some time touching up our menus.



-Most of our menus have been given a polish pass.
-Home Screen is now animated!
-Buttons have satisfying hover and click animations (and sounds!)
-Menus have been separated into 'Offline' and 'Online' modes, to keep it simple.
-Offline Match Setup is more visual and easier to use.
-Almost every menu has been given some polish. (With the rest coming next week).
-Character Customization screen has been given some love, with more on the way.



-Fixed several bugs that would happen for players who would join after a match had already started.




-Jumps should feel 'snappier'
//We've separated the jumping up part of the jump, from the falling part of the jump.
//The upper part of the jump is now slightly longer (like how platformer jumps feel).


More to come!

-Dave

Hotfix: Switching Branches (2nd Fix)

Made another small change that should fix most problems getting the Test build on the Test branch to load.

If you have the newer version, there'll be an 'online' button in the menu.

If you're having any problems feel free to reach out.



-Dave

Hotfix: Switching Branches

Potential fix for players switching onto 'Test' branch but not getting prompted to download newer build.

Explanation: There was an extra 'Depot' in Steam, which I deleted.

After learning about depots, the lowest listed depot 'wins' over the top ones.



I made the 2nd depot a long time ago thinking it was needed for extra branches.

But it's exactly only really needed for localization and DLC.

So it's removed, and should force the newer build to download for players now.

If you're having problems still, always feel free to reach out here or on our Discord.

Discord is faster! And we can screen share.



Have a great weekend!

-Dave

Roadmap Update!

Hey everyone!
A recent photo from Toronto's Comic Con 2022 (March 18, 2022). Cecilia (Duncan's Fiance), Duncan (Modeller/Playtester), Dave (Game Director), and Pedro (Concept Artist), from our team!

It's been a few months since we formally posted, but we have been updating the game regularly on the test branch.

Most of the changes have been backend work for online play to work, and don't really translate well to patch notes.

The past 3 months or so have been Kosam and myself building our networking architecture out so we can run the game online like it was in person.

So far, it feels pretty good. You can grab and shoot the ball while not being the host and it feels like couch co-op.

Some kids really enjoying playing Rise and Fall co-op together at Comic Con 2022. They had some great ideas for us, and even came back several times to play!





You can go ahead and play an early version of online matches on our test branch right now!

To switch off the main branch onto our test branch, do this:



-Open Steam's Library and right-click on 'Rise and Fall'
-Click Properties
-Click 'Betas'
-Select 'Test Branch'





Secondly, we've got a rough roadmap ready we want to share.

Timelines are still flexible, code always takes longer than you think it will.

Generally, our goals for the next year or so are these 4 milestones.







-We continue playing, testing, and polishing the online play so it feels good enough to play for hours on end.



The backend we're using for networking is called Photon PUN 2.

It lets us have up to 16 players in a 'room' at a time,

And it allows us to scale our backend up to higher and more advanced tech.

Eventually, we can upgrade our backend from Photon PUN 2-> Photon Quantum.

Quantum is built for e-sports.



It has great prediction and rollback netcode, deterministic physics, allows replays and spectating, cheat protection, as well as server-authoritative simulation.

It's a lot of big words, but what it basically means is we've designed our architecture for the long haul.

A fun, easy to get into couch co-op game, that anyone can jump into and immediately understand,
But a game that has depth and nuance enough to spend years mastering.

The networking feels good enough for us to be comfortable recommending friends and players to test out.

In the future, we'll eventually upgrade to Quantum, which will have even more features for even better online play.

We've really been enjoying some of the awesome new features we've been adding since May 2021 (our last 'stable' build, and the one you'll see by default if you install our game).






Just like networking, we playtest and polish everything in the game (that being networked and couch co-op) modes so they feel amazing to play and you can run for hours on end with no issues.

We are so proud of the glowing feedback we've gotten from players we've gotten a chance to play with in person at Eat Play Mingle, Comic Con, and early in class at George Brown.

It's so incredibly motivating to see all kinds of people's faces light up when we hand them a controller and they start playing for the first time.

It means the world to us, and we're so happy to continue building this special game we all love.

The build we've been showing off at in-person events is our May 2021 build, and also the one on our main default branch.

That's because it's the most stable, and we know we can run it for 20+ hours of play and not run into any issues that could interrupt you having fun.

Our 2nd Roadmap goal is to take everything we've been working on in the last year and bring that out to the main branch.

Some features include:




-Default map has been made bigger to accommodate for bigger matches and increased speed and abilities.

-Up to 16 players can play in a single match, allowing Rise and Fall to be a fun large group activity (like our Streamdays with Among Us and Scoober Splat). [Previous build was up to 4 players]


-Right Stick Aiming: Players can use the Right Stick to aim their shot precisely in the direction they
want to shoot. [No longer limited to shooting purely in the direction you're facing]

-Possession: Players can now grab onto the ball if they choose to, and carry it with them. [Previously players had to hit the ball in motion]

-Gliding: Players can press Y to open a glider and get extra control in-air to line up shots and perform
trick shots. [This actually came from a glitch that froze players in the air, but it was so fun, we made it a feature]

-Dive Momentum: After diving, players have increased speed until they stop moving.
Can be a nice way to get a little more speed without needing to do a full size change.
Players can also continue to press and hold the dive button to 'boost' themselves in higher tiers of
speed if needed.

-Triple Jumps: One of my favourite features from platformers, players now jump in a 3-stage
cycle, with each jump being slightly higher. It also makes each jump feel unique and bouncy, and
we're really with it.

-Ball Lifts and Freezes: Pressing Shrink or Grow + Jump will either shoot the ball up into the air, or
freeze it's current momentum. These can be chained with other players to set up for some fun lob
shots.

-Ground Pounds: Pressing the Grow Button will make your player slam down onto the ground, which
can be a good way to quickly drop height, as well as disrupt a play beneath you.

-3rd Person Camera: Players playing in modes that aren't couch co-op (like online) can press in
the right stick to swap to a special 3rd person camera. Lets you focus more on your individual play if
you want to play that way.



[h3]Match Setup:[/h3]

-Players can set up custom matches before they enter a game in a new match setup screen.
Players can choose:
a) What team they play for,
b) What character model to use
c) What colour their UI should be
d) A nickname for their player
e) Whether that player should be human or AI
f) If that player is AI, how difficult they should be.

-Players can then choose to play with or without goalies, and add or remove certain stage hazards, before choosing a map to play on.

This was a HUGE undertaking, and once again, huge props to our Lead Programmer Kosam for re-writing our backend to be able to accomplish this.

It basically required us to re-write the entire game's code from scratch with architecture that let us build matches modularly and independent of each other.

We're really excited to get this feature out to players and see the different kind of matches you come up with!




-On top of expanded offline, couch co-op matches, Rise and Fall 2.0 will include online matches for the first time.

-Players will click the 'online' button and be connected to our network and sent to a main lobby.
-Once connected, players can create and join rooms--individual instances of the arena where players can hang out, start matches and practice together over the network.

-Up to 16 people can join a room as of right now (with bigger rooms possible in the future).

-Players can then enter the arena, choose settings like which team they want and how long a match should last,

Then ready up and a match will start when enough players are ready.

-To start, we're locking rooms when matches are happening, but in the future, we want to open rooms up for people to join at any time, hang out, watch matches, and play in practice courts.

It's kind of meant to have a Destiny, VR-Chat and Echo VR public space vibe.



The architecture for this is already mostly done (thanks to the amazing work of Kosam).

We want to bring building custom characters to every part of the game.

This means customizing: (at first)
a) your character's model
b) Your skin and hair colour
c) Your clothing colour
d) Your club

You can then save that character and use them in matches online and offline.



Eventually, when we feel confident with those features being stable,
We'll add more cosmetics and customization options as free unlockables/purchases.

When we're confident with the stability of that, we'll look at adding battlepasses, paid cosmetics, and in-game earnable cosmetics through challenges and achievements.




When those 3 stages are stable and we're confident with them, we'll look at launching on more platforms.

Our game is built in Unity, an engine designed to be easy to port games to many platforms.
We use a special Unity asset called 'Rewired' for handling player input.

This means that the backend of our game was designed from the beginning to be brought to more platforms!

For example, our backend with Rewired, automatically recognizes over 100 different controllers and assigns inputs to them based on a template we choose.

If there's a small mistake (like input is reversed for some reason), it's a quick button mapping fix.

Our plan is to get our game out on as many platforms as possible (including mobile, Rewired makes input mapping for that simple!).

There are also cloud backends (like Unity cloud build) that automatically push builds to multiple platforms every time you make a change, that should make this streamlined.

Lastly,

What does this all look like together?

I did a little walkthrough of Rise and Fall 2.0 here.

More videos to come more often!

-Dave

https://youtu.be/1NwlBlioUhE