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
- Fixes
- Events
- Maps
- UI and audio
- Performance
🤔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🧍🏼♂️🧍🏼♀️:
Fixed shadowing on player eyes
Glider has slight mesh improvements
Slight particle improvements
Adjusted glider position to be closer to player model
Normalized the impact effect you see when you hit a ball.
This effect always lasts 0.3s every time, so while the hitting was always consistent, it'll look and feel more consistent since the effect that plays better matches what's actually happening
Arena Camera Swap
By pressing the Right stick, you can swap between the 3rd person camera, and the 'Arena' camera.
The arena camera is the top down camera from offline mode (only it follows you, not the ball)
It keeps the camera above you, and lets you use the right stick to aim in any direction
It works nicely for the ending section of the bunker challenge, where you want a traditional overhead camera and precise aim
Eventually we'll probably auto-swap to this camera when you enter a goal bunker, where it makes sense to use.
🌍All Levels🌍:
Dash Panel
Lots of iteration on the dash panels look and feel
Added red arrows on both sides to make it easy to tell which way panel faces when moving quickly and from a distance
Adjusted tread so the side you're supposed to enter looks different from the other side
Adjusted wheels to fit better
Adjusted LOD's
Made Large variant for areas that are more open
Better rim lighting (easier to see wheels moving)
🌍Free Roam🌍:
Improved Platforming Challenge w/ Goal Bunker at end
//Now has proper feedbacks (arrows, object toggles, audio cues etc) that make it clear how you're supposed to complete it
Added large spring variants at various parts of map
Improved look of glass that players can walk through but balls cannot (unless player is carrying ball)
Made angled lift ring variant
Added a little icon to levers which have a unique function
Fixed some meshes and some colliders
Levers play an impact effect when you activate them.
Outdoor Shooting Range
Added a new challenge to unlock a star
Shoot balls up a ramp to hit a target in the sky
Added balls to free roam area that aren't inside glass (and can be carried anywhere)
Green triggers (which show that you've scored on a goalTrigger) have a brighter emissive glow
Balls
Improved shadow logic on balls
Improved texture on balls (easier to spot at range)
Added LOD's
Balls have new surface interactions (sound effects and particle effects on collision)
Balls in free roam have a UI circle underneath them, making it easier to keep track of and track while in-air
Balls interact with springs
Several performance optimizations
Balls now come in 3 sizes! And behave slightly different
Fixed an issue where some sound effects didn't play on collision with dirt
Balls have a white rim outline in free roam, making them stand out better against the background
Player's bottom UI circle projects onto player meshes and clubs when it shouldn't
Dash Panels should apply more force to balls than they are currently
Dash Panels that are angled shoot shoot the ball in that angle (so upwards, if the panel faces upwards)
//This already works for springs, so we just need to move the logic over from springs into dash panels, which are slightly different!
- CosmeticBall Grabbing (Free Roam only)Sometimes when grabbing a
Source
