Month: September 2021

Time Rivals Weekly Dev-Log #9

Welcome back to the Time Rivals Weekly Devlog! This week at Studio 316, we’re almost ready to start Protoplay! That means a whole host of tweaks and adjustments to our sandbox to make things feel that little bit better in the Arena during your upcoming playtest – so first off, before we get into this no doubt extensive devlog, here’s a reminder…

STEP INTO THE ARENA SOON!

Start planning which Rival to use and master now, because Time Rivals will be available for protoplay soon!  This weekend you’ll be able to download Time Rivals from our itch.io page right here:

https://studio316.itch.io/time-rivals 

The Showrunner’s got his eye on you. Make sure to impress him in the Arena when you arrive, and you’ll get renewed for another series or two!

The Rivals

Photo Finishing Touches

Shutter has been through a lot of changes lately. I’ve been tracking our Rival’s strengths over time and while Shutter has been very consistently strong, his in game performance can certainly be inconsistent in the heat of battle due to the inaccuracy of his SMG. So what have we been doing to our speedster in this last week before protoplay? 

Well, first off, Khris has finished up Shutter’s model. While we can’t say for absolute sure yet, it’s likely that you’ll see Shutter’s model sprinting around the Arena with his own unique animations when you come to playtest. Secondly, we’ve heavily adjusted Shutter’s SMG bloom and spread to make the initial accuracy very high, with a steeper drop off for the longer you fire. While working on Shutter’s SMG, Jamie made an awesome tool that tracks bullet spread, numbering each round to exit the barrel and indicating where they land, so we can see where the bloom kicks in and how tight the overall spread is. It’s really interesting and cool game-dev tech and Jamie deserves his props for it as it’ll no doubt be a useful tool going into the future.

We’ve got clips below of Shutter doing what he does best – running, and gunning. Will you be playing Shutter this weekend? 

Super Nova

Oh Nova, Nova. It feels like you’ve been neglected over this whole period (and, well, you have, but it’s for a reason). Nova’s a simple rival with a simple kit, and she’s always worked and performed well, even in pre-devlog builds of Time Rivals. The worst she ever had it was when we found a bug that stopped her shooting after her first death, but even then she made do with her Voltage Web trap and its high damage. 

So what have we done? Well… basically nothing. We’ve fixed a few issues that were holding back her kit, where her trap was sometimes falling through the world and where her ammo counter wasn’t displaying properly. Nova doesn’t need anything flashy, besides the lightning. She’s already proved herself in the Arena: will you be seeking to build on that reputation or tear it down?

Murder Machine

Matron’s been through a lot of iteration. Initially intended as a healer (That didn’t go so good in playtesting, trust us on this one), Matron ended up in the unique position she is now where her primary and ability feed into each other, a system no other Rival has. She didn’t have much identity until suddenly she had become one of the most fun Rivals in our internal playtests. When playing Matron you can either spam shards to detonate them all around opponents, or carefully deal consistent damage with direct hits. 

In the last build we limited Matron’s fire rate, to prevent spam. But we realised – this just wasn’t as fun, and it wasn’t as engaging with the cycle of her ability recharging. So now Matron can spam Dark Shards to her heart’s content once more (maybe a little slower) then use Dark Detonation to create a mighty explosion and rend any Rival unlucky enough to pass by. 

Will you fall victim  to the Matron’s dark shards, or will you be the one stacking the bodies high and keeping the Clone Pod economy rolling? 

New Goo

We’ve really struggled to make Goobert a force to be reckoned with over the course of development. He’s been the bulkiest, slowest Rival for a while, with the most limited range, and the longest cooldown ability with his GooBot which has had it’s own problems over time. So what could we do to upgrade the strugglling scientist? Well, it was obvious in hindsight… New Goo! But what does New Goo mean? Well, with Goobert’s newest formula (formula meaning ‘buffs’ in this case) you DEFINITELY won’t want to be taking a casual stroll through his goo puddles, as his damage over time effect now ticks large numbers fast, rather than small numbers slowly. 

This means Goobert can be used in the way he was always intended – to lane and block routes to objectives, with the loyal and eager GooBot to cover his back in case of a sneaky Rival trying to exploit a route he hasn’t already covered in goo. Previously the GooBot was a bit too eager and (quite hilariously) instantly detonated the moment you placed it – we later discovered the GooBot saw Goobert when it was placed and immediately blew up believing he was an enemy! Now though the GooBot only chases opponents, and we’ve already discovered how scary it can be when the GooBot is on the chase!

Here’s a clip of the New Goo’s potency – if you don’t slip, you’ll definitely dissolve running across it!

Goo-ing Up

We also fixed another Goobert bug, but I’ll hand the mic to Joe to explain this one. He created a Twitter thread about the problem and how we solved it right here:

With all these adjustments, Goobert has become one serious threat in the Arena. Watch your step!

Tech Talk

The Box! The Box!

What’s in the box? Jamie’s programming. He’s created the lovable DPS box so we can test optimal ranges, spread and other such effects. It’s kind of a thing you’d expect us to have done earlier, but now that we have the DPS box, we love him dearly. Jamie’s also made adjustments to the clone pod throwing because our Rivals may be badass in battle, but they really seemed to struggle when throwing their Clone Pods around, which felt horrible for gameplay. The new Clone Pod throw indicator displays a small Clone Pod in the landing spot, helping you aim your throw, and shows when a Pod will rebound off a surface. 

See them both in action below!

Between U and I…

What’s On The Menu?

Again? Yep, again. We’ve redone all the menus specifically for protoplay, now focusing on simplicity and ease of use. Jamie made this new simplistic design, easy to use and with a new Rivals subpage that displays all our awesome Rival models while you wait for a game. The new look is below, and still could be subject to change given just how many main menus we’ve had in the last three weeks!

We’re heading into some uncharted waters now with Time Rivals now the Transfuzer period is over. However, rest assured – we’ll be seeing you again next week with more updates and feedback on our playtest! We hope to see you there!

See you next week!

Time Rivals Weekly Dev-Log #8

Welcome back to the Time Rivals Weekly Devlog! This week at Studio 316, we’re bringing in some final polish and small updates to get Time Rivals into the perfect position for Protoplay! First – an announcement…

The Moment We’ve All Been Waiting For… 2 

We’re excited to announce the dates and times of Time Rival’s first open playtest! Mark your calendars and set a reminder, as time will be limited due to server costs (being an online game has its drawbacks sadly). We hope to see you there, and we’re excited to see which Rival will come out on top!

The Rivals

Return of the GooBot!

The GooBot has become Jamie’s pet project over the last week. He’s given Goobert’s ability a lot of character, and a new look that makes it look just adorable enough when its on your side and frightening when its coming for you at max speed! He’s also added animations that make the GooBot come apart as it explodes and sprays its deadly chemicals, which is super satisfying to see!

You may also notice we’ve spruced up our test-fire level some, and updated Goobert’s first person view of his Chem Cannon with a temporary model. Hopefully Goobert will fare better in this week’s playtest and the upcoming Protoplay event! Make sure to follow Time Rivals on Twitter @TimeRivalsGame to keep up to date on Protoplay news and when you’ll be able to get into the Arena!

Flash Photography

Shutter has recieved some updates to his abilities too. His camera flash now has a unique model courtesy of Khris and a wind-up sound to alert players close by they’re about to have their picture taken. We’ve also added some VFX to the flash, rather than just make your screen white like it used to. Will these changes make Shutter even stronger in the arena? Only time will tell!

And the camera trap isn’t the only thing that we’ve updated on Shutter! We’ve added a reload animation to Shutter that puts the swagger of his character on full display. It needs a little more tweaking, but here’s how it looks ingame!

Between U and I…

What’s On The Menu?

Joe has implemented some changes to the main menu, based on what I concepted last week. We don’t have things like a series pass or friends list implemented yet, so right now the main screen looks a little sparse, but its all a part of the development process, right? Check out how the menus look below!

Our next update will be the final devlog before the end of our Tranzfuser development period. We’re reaching the end of this chapter in Time Rival’s development, but in the grand scheme of things we’re only getting started.

See you next week!

Time Rivals Weekly Dev-Log #7

Welcome back to the Time Rivals Weekly Devlog! This week at Studio 316, we’re beginning to see Time Rivals take shape and get polished up for the Tranzfuser proto-play event with new sounds, UI, quality of life and all the little things that will make Time Rivals tick!

The Rivals

Balancing Act

The team has been running a few internal playtests in preparation to make sure all of our characters feel good to use and play differently. We’ve played on our first map with everyone and worked out some problems, but still have many more to work out. Just this week alone we’ve implemented new sounds, a new look for our Clone Pod respawn screen, added bloom to Shutter’s SMG, changed the UI, gave The Matron a special float property that makes her movement slightly different to others and more. You can see these new changes below!

These fixes come with a whole host of new things to update though. For some reason in our latest build Nova can no longer shoot after her first death in the Arena! We’ll be fixing that little problem soon. As we’ve playtested we’ve determined that aside from Nova’s current problem Goobert is the weakest of the Rivals in game and he’ll be receiving some relevant buffs to his range, damage and health pool. 

Currently contending for the crown of best Rival in the game are The Matron and Shutter. While Shutter has always been a strong Rival in playtesting, Matron suddenly jumped up in our last patch to become a favourite with her new animations, floaty movement and the efficiency of her shard detonation ability. 

It’s awesome to see each of our Rivals really start to take their own identity and shape up as a unique force in the Arena. Don’t miss out on your chance to play them all, coming up soon as part of Tranzfuser’s proto-play event in two weeks! 

Between U and I…

What’s On The Menu?

I’ve continued to work on new concepts and designs for our menus, so that when you launch Time Rivals you can immediately jump into quickplay, look at our roster, view online friends and more. While Jamie works on the technical side, I work on making things look pretty, and here are a few ideas I came up with for the main menu, as well as for our Rival select screen. 

Heads Up!

We’ve implemented some of the HUD changes we previewed last week. We’re in the process of tweaking the icons and sizes, but we think the new UI looks unique and suits the game and abilities well! Also, look at the new Clone Pod respawn menu: the game will give you a small preview of the area around your placed Clone Pods, allowing you to see where the fight is and get right back into it.

Sound Off

I’ve been working on new sound effects to implement to make Time Rivals that much more satisfying and to give players more feedback in game. While we still need some animations to match up to them, these sounds are a step in the right direction for the feel of the game overall. 

The Moment We’ve All Been Waiting For…

We’re also delighted to present the game’s first trailer! We’ve already changed so much since this trailer build, which just goes to show how rapid the development of Time Rivals is going. We hope this preview gets you excited to play soon!

Next time we’ll have more polish and more quality of life changes for you. The game is really taking shape nicely, and we look forward to sharing more encouraging developments!

See you next week!

Time Rivals Weekly Dev-Log #6

Welcome back to the Time Rivals Weekly Devlog! This week at Studio 316, we’re beginning to think about our open proto-play playtests. We’ve also implemented new animations, new ways to use clone pods, and have been working on the promo banner for Time Rivals!

The Rivals

Group Shot

Over the last few weeks, I’ve been working on the main banner art for Time Rivals, featuring our four base roster characters. Expect this to change and upgrade over time as new Rivals join the fight – and there will certainly be more promo art coming from me in the future! This is still a work in progress obviously (we still have to design Goobert’s gun Jamie!) but here’s a look at how it’s coming along!

Between U and I…

I’ve also been working on some UI redesigns. While we haven’t implemented them yet, these sketches are informing how we’ll change the UI to be more clean, responsive and give you all your information fast. You can see the raw sketches and how we built up to a confident point below. 

Steaming Up, Part Two

Jamie has given an inspirational interview on how his Steam implementation process is coming along! We’ve encountered some small problems in the Steam implementation process and Jamie has decided to open up about how his week has gone trying to fix the Steam implementation.  

Go Long!

Clone Pods are key to Time Rivals of course, and this week we’ve received  our Clone Pod throw animation from Emily, who the studio has outsourced many of our future animations to. She’s done a great job in making the animation dynamic, here’s the base animation and how it looks like in-engine. (If you’re interested in more of her work, check her animations out at https://twitter.com/animator_emily !) We’re still working on retargeting the animations for our characters, but while we’ve been working on doing that our designer Joe has been working on the level, implementing arena hazards too to inspire some cool Clone Pod plays! 

Here’s the current WIP level shots!

That’s all from this week! Next week we’ll have updates on the UI, and some alpha gameplay footage as we’ll be collecting footage over the weekend for our first trailer!

See you next week!

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