What changed
2 fixes2 additions1 change0 removals
- Maps
- Gameplay
- Server
- UI and audio
added“First Impressions” UpdateA polish pass has been made on the core gameplay, specifically looking to improve the first impressions of a new player or new group of players. This resulted in the following changes: Friction amount on character movement increased 5x. This is a pretty drastic increase, but after much debate, the decision is that it doesn’t take away from the momentum and inertia-based gameplay of Sumo, but does make the game easier to control for a first timer. Turning and stopping your momentum will be significantly easier from here on out. The Classic Map is now 20% larger. This makes it more in line with the other arenas in terms of total play space. Since most new players are likely to start here, it didn’t feel right for it to be the smallest (and thus most likely difficult) arena for a first impression. The Classic Map’s initial boost stations are now about twice as far from the edge of the arena. They are still on the ring that will collapse first, but they are a good 2 full character lengths away from the edge, giving more time for a new player to get used to the momentum and inertia of the controls when attempting to snag boosts without rolling themselves right off of the edge.
fixedGameplay ChangesIncreased the amount of physics force on two characters bumping into each other by about 25%. Reduced the hit radius of Violet’s ability initial knockback down to a 130 degree cone instead of 180 degree cone, better matching the visual effects. Naps’ clones now have 20% less physics mass and 50% less knockback strength when bumping other characters. Now that the bug has been fixed so they can dash again, this change will make them not immediately overpowered.
changedNetwork ImprovementsFor connected clients, character positions will now correct their locations from the server over time rather than instantly. This will help to prevent character jitteriness for clients who are connected to a host with lower FPS or high ping.
addedArt ChangesWith some cool new changes to our character shader, velocity-based smear effects have been added across the board! These will trigger whenever any event with a lot of velocity happens, such as using a jump or dash, bumping into another player after a dash, or using a character ability. An effect like this really helps to sell impacts and speed even though it has a subtle touch. All of the new wave of sound effects have been added. We still have a few more to finish, such as a non-placeholder countdown announcer, but we’re much happier with where the sound FX quality of the game is at now. The volume levels of these will be updated very soon in a global pass. Ambient sound has been added to all four arenas. The spawning ramps at the start of a round have received a new texture and are now color-matched to the arena they are spawned in. Each arena can now deviate starting character positions in terms of height and distance from center, so small adjustments have been made to each arena to better match it’s particular size.
fixedBug FixesFixed a positioning issue with the button prompts in the main menu sometimes sliding too far to the right and being cut off. Fixed a bug where Naps clones had nearly twice the mass of normal characters, making them much harder to shove. Fixed a bug where Naps clones could not activate Quick Dash. Fixed an issue where activating gamepad/keyboard friends invite mode in the character select lobby would not dark the mouse go back button, would darken the button prompts portion of the UI, and wouldn’t display the correct prompts for interacting with the friends list menu. Fixed an issue where activating gamepad/keyboard friends invite mode in the character select lobby would not disable mouse clicking for the darkened UI elements. While in this friends invite mode, none of the UI can be used except for the friends list. Fixed connected clients in a multiplayer game not being able to activate the character ability previews with a keyboard or gamepad press. Fixed an issue with the Character Select UI not showing the prompt for ability previews for connected client players in multiplayer games. Fixed an issue where the ability preview prompt would get highlighted on the host if a connected client player took a character slot. The ability preview prompt should only ever get highlighted if you can press the associated button and start the ability preview movie. Fixed an issue with Spectre’s ability where you’d lose all control of the character if he lost contact with the ground during his intangibility phase, then made contact with the ground again before it was over. Fixed an issue in online multiplayer where some characters in the closing ceremony (score screen) were incorrectly rotated. Fixed several issues in online multiplayer related to Chuf and Naps’ slime projectiles not staying in sync across the network, or sometimes not appearing at all. Fixed Naps’ slime projectile spawning a 2nd dummy clone that didn’t actually exist on the host server in online multiplayer, only for connected client players. Fixed Naps’ not repossessing an AI clone properly on death for online multiplayer if the Naps player was a connected client. Fixed another instance of Naps earring physics breaking in the closing ceremony (score area) of the Sumo in Space arena due to the lack of gravity.
Sumo changes
addedA polish pass has been made on the core gameplay, specifically looking to improve the first impressions of a new player or new group of players. This resulted in the following changes: Friction amount on character movement increased 5x. This is a pretty drastic increase, but after much debate, the decision is that it doesn’t take away from the momentum and inertia-based gameplay of Sumo, but does make the game easier to control for a first timer. Turning and stopping your momentum will be significantly easier from here on out. The Classic Map is now 20% larger. This makes it more in line with the other arenas in terms of total play space. Since most new players are likely to start here, it didn’t feel right for it to be the smallest (and thus most likely difficult) arena for a first impression. The Classic Map’s initial boost stations are now about twice as far from the edge of the arena. They are still on the ring that will collapse first, but they are a good 2 full character lengths away from the edge, giving more time for a new player to get used to the momentum and inertia of the controls when attempting to snag boosts without rolling themselves right off of the edge.
fixedIncreased the amount of physics force on two characters bumping into each other by about 25%. Reduced the hit radius of Violet’s ability initial knockback down to a 130 degree cone instead of 180 degree cone, better matching the visual effects. Naps’ clones now have 20% less physics mass and 50% less knockback strength when bumping other characters. Now that the bug has been fixed so they can dash again, this change will make them not immediately overpowered.
changedFor connected clients, character positions will now correct their locations from the server over time rather than instantly. This will help to prevent character jitteriness for clients who are connected to a host with lower FPS or high ping.
addedWith some cool new changes to our character shader, velocity-based smear effects have been added across the board! These will trigger whenever any event with a lot of velocity happens, such as using a jump or dash, bumping into another player after a dash, or using a character ability. An effect like this really helps to sell impacts and speed even though it has a subtle touch. All of the new wave of sound effects have been added. We still have a few more to finish, such as a non-placeholder countdown announcer, but we’re much happier with where the sound FX quality of the game is at now. The volume levels of these will be updated very soon in a global pass. Ambient sound has been added to all four arenas. The spawning ramps at the start of a round have received a new texture and are now color-matched to the arena they are spawned in. Each arena can now deviate starting character positions in terms of height and distance from center, so small adjustments have been made to each arena to better match it’s particular size.
fixedFixed a positioning issue with the button prompts in the main menu sometimes sliding too far to the right and being cut off. Fixed a bug where Naps clones had nearly twice the mass of normal characters, making them much harder to shove. Fixed a bug where Naps clones could not activate Quick Dash. Fixed an issue where activating gamepad/keyboard friends invite mode in the character select lobby would not dark the mouse go back button, would darken the button prompts portion of the UI, and wouldn’t display the correct prompts for interacting with the friends list menu. Fixed an issue where activating gamepad/keyboard friends invite mode in the character select lobby would not disable mouse clicking for the darkened UI elements. While in this friends invite mode, none of the UI can be used except for the friends list. Fixed connected clients in a multiplayer game not being able to activate the character ability previews with a keyboard or gamepad press. Fixed an issue with the Character Select UI not showing the prompt for ability previews for connected client players in multiplayer games. Fixed an issue where the ability preview prompt would get highlighted on the host if a connected client player took a character slot. The ability preview prompt should only ever get highlighted if you can press the associated button and start the ability preview movie. Fixed an issue with Spectre’s ability where you’d lose all control of the character if he lost contact with the ground during his intangibility phase, then made contact with the ground again before it was over. Fixed an issue in online multiplayer where some characters in the closing ceremony (score screen) were incorrectly rotated. Fixed several issues in online multiplayer related to Chuf and Naps’ slime projectiles not staying in sync across the network, or sometimes not appearing at all. Fixed Naps’ slime projectile spawning a 2nd dummy clone that didn’t actually exist on the host server in online multiplayer, only for connected client players. Fixed Naps’ not repossessing an AI clone properly on death for online multiplayer if the Naps player was a connected client. Fixed another instance of Naps earring physics breaking in the closing ceremony (score area) of the Sumo in Space arena due to the lack of gravity.
“First Impressions” Update
A polish pass has been made on the core gameplay, specifically looking to improve the first impressions of a new player or new group of players. This resulted in the following changes: Friction amount on character movement increased 5x. This is a pretty drastic increase, but after much debate, the decision is that it doesn’t take away from the momentum and inertia-based gameplay of Sumo, but does make the game easier to control for a first timer. Turning and stopping your momentum will be significantly easier from here on out. The Classic Map is now 20% larger. This makes it more in line with the other arenas in terms of total play space. Since most new players are likely to start here, it didn’t feel right for it to be the smallest (and thus most likely difficult) arena for a first impression. The Classic Map’s initial boost stations are now about twice as far from the edge of the arena. They are still on the ring that will collapse first, but they are a good 2 full character lengths away from the edge, giving more time for a new player to get used to the momentum and inertia of the controls when attempting to snag boosts without rolling themselves right off of the edge.
Gameplay Changes
Increased the amount of physics force on two characters bumping into each other by about 25%. Reduced the hit radius of Violet’s ability initial knockback down to a 130 degree cone instead of 180 degree cone, better matching the visual effects. Naps’ clones now have 20% less physics mass and 50% less knockback strength when bumping other characters. Now that the bug has been fixed so they can dash again, this change will make them not immediately overpowered.
Network Improvements
For connected clients, character positions will now correct their locations from the server over time rather than instantly. This will help to prevent character jitteriness for clients who are connected to a host with lower FPS or high ping.
Art Changes
With some cool new changes to our character shader, velocity-based smear effects have been added across the board! These will trigger whenever any event with a lot of velocity happens, such as using a jump or dash, bumping into another player after a dash, or using a character ability. An effect like this really helps to sell impacts and speed even though it has a subtle touch. All of the new wave of sound effects have been added. We still have a few more to finish, such as a non-placeholder countdown announcer, but we’re much happier with where the sound FX quality of the game is at now. The volume levels of these will be updated very soon in a global pass. Ambient sound has been added to all four arenas. The spawning ramps at the start of a round have received a new texture and are now color-matched to the arena they are spawned in. Each arena can now deviate starting character positions in terms of height and distance from center, so small adjustments have been made to each arena to better match it’s particular size.
Bug Fixes
Fixed a positioning issue with the button prompts in the main menu sometimes sliding too far to the right and being cut off. Fixed a bug where Naps clones had nearly twice the mass of normal characters, making them much harder to shove. Fixed a bug where Naps clones could not activate Quick Dash. Fixed an issue where activating gamepad/keyboard friends invite mode in the character select lobby would not dark the mouse go back button, would darken the button prompts portion of the UI, and wouldn’t display the correct prompts for interacting with the friends list menu. Fixed an issue where activating gamepad/keyboard friends invite mode in the character select lobby would not disable mouse clicking for the darkened UI elements. While in this friends invite mode, none of the UI can be used except for the friends list. Fixed connected clients in a multiplayer game not being able to activate the character ability previews with a keyboard or gamepad press. Fixed an issue with the Character Select UI not showing the prompt for ability previews for connected client players in multiplayer games. Fixed an issue where the ability preview prompt would get highlighted on the host if a connected client player took a character slot. The ability preview prompt should only ever get highlighted if you can press the associated button and start the ability preview movie. Fixed an issue with Spectre’s ability where you’d lose all control of the character if he lost contact with the ground during his intangibility phase, then made contact with the ground again before it was over. Fixed an issue in online multiplayer where some characters in the closing ceremony (score screen) were incorrectly rotated. Fixed several issues in online multiplayer related to Chuf and Naps’ slime projectiles not staying in sync across the network, or sometimes not appearing at all. Fixed Naps’ slime projectile spawning a 2nd dummy clone that didn’t actually exist on the host server in online multiplayer, only for connected client players. Fixed Naps’ not repossessing an AI clone properly on death for online multiplayer if the Naps player was a connected client. Fixed another instance of Naps earring physics breaking in the closing ceremony (score area) of the Sumo in Space arena due to the lack of gravity.