Update log
Full Rise and Fall update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hey everyone!
Extracted changes
- Gameplay
- UI and audio
A bunch of new features out on the Test branch, with an attempt to get everything out to Main in a few weeks.
🤔How to Access Test Branch:
How to opt into the free test branch to test new features early:
https://help.steampowered.com/en/faqs/view/276C-85A0-C531-AFA3
🧍🏼♂️🧍🏼♀️Player🧍🏼♂️🧍🏼♀️:
The indenting messes up if I remove this line so pretend it's something important.
Camera Improvements
Camera in 3rd person no longer clips into ground
Camera is being smoothed and damped better and results in less jittery camera at high speeds
Increased dead-zone to also reduce twitchiness.
Unique Surface Impacts
Added unique Surface Impacts.
Players now make a kickup effect when landing on a surface.
There's 4 types of surfaces the player can collide with, each with unique sound effects and impact effects.
1) Grass
2) Dirt
3) Rocks
4) Snow
5) "Concrete"
Effects also vary based on player size. Larger sizes have a bigger impact effect, smaller is smaller.
More surfaces will come soon! We want to make sure we've caught whatever quirks the new system has before we expand it out with more.
Footstep Surface Impact Effects + Sound Effects
Added unique footstep sounds for different surfaces
You'll hear your feet impact with the surface you're touching.
Includes:
Grass
Dirt
Rocks
Snow "Concrete"
There's about 7 unique footstep sounds per object, with slight pitch and volume variance, so it'll make moving around feel more natural and sound nicer when playing.
Added Coyote Time
Players now have a brief window where they can still jump, even if they're no longer grounded.
This makes jumping between platforms significantly more accurate and feels so much better.
This also just makes jumping feel much better in general. It eliminates cases where you pressed jump but the player was temporarily off the ground, and a jump wouldn't register.
Now there's a 0.3s window where jump is still available after you stop touching the ground, making platforming significantly smoother!
Added Jump Buffering
Along with coyote time, we've added Jump Buffering (also called Input Buffering).
This means that pressing jump will result in jumps happening much, much more consistently.
Before, jumps could only happen if you pressed the jump button on a frame where the player was touching the ground
With jump buffering, every time you press the jump button, it performs a check to see if you're close to the ground or not, and if you are, waits to land and performs a jump.
It makes a world of a difference in terms of feel. Jumping just feels natural now.
Gravity and Jump Descent Time Adjusted
We've given each size slightly more gravity to make their jumps feel like they have some weight to them.
This only affects the descent of the jump, which felt too long and too light for all sizes
Reduced the time you spend in-air on 'Down', but kept the 'Up' unchanged.
This follows platformer jump tuning, where the 'Up' is about 3/4s of the jump, with the 'Down' being 1/4 of the time.
Skid Stop Tuning and Sound Effects
Players now make a skid sound effect (and animation) when stopping on a dime after running at a high enough speed.
Sound varies based on size
Effect triggers when a certain speed is reached where a skid would be needed to stop momentum.
Makes the stopping feel more responsive.
Large Size Model Improvements
To help make the sizes feel more unique, the large size for Normal Guy has bigger forearms, much
Source
