Month: October 2021

Time Rivals Weekly Dev-Log #11

Welcome back to the Time Rivals Weekly Devlog! This week at Studio 316, we’re embarking on the #Blocktober challenge to create new levels and design new ways to get around the Arena, while injecting some holiday spirit into the proceedings as well…

Time Rivals v2

New Ways To Play

So, what new changes have come to Time Rivals? First off, we’re looking at gamemodes. Jamie and Joe have been creating new maps to experiment with new modes: Jamie’s gamemode is tentatively titled ‘Train’ and features the teams of Rivals battling over a central train carriage that will move through the map and over hazards when Rivals are close by it. We’re including Clone Pods in this design by creating areas where the ‘train’ will only be accessible by Clone Pod. This could create situations where the objective is stalled and both teams are desperately attempting to take control of it by tossing Clone Pods in from a distance. Once the train reaches one team’s spawn the game is over and that team wins!

Joe’s efforts meanwhile have been focused on ways that players can use Clone Pods to get around. Here Goobert is stuck outside a point and doesn’t have time to go around to an alternate entrance: a quick Clone Pod throw and a tactical suicide and suddenly he has a great view of the point from above and can unleash his Chem-Cannon onto unsuspecting Rivals fighting below.

Between U and I…

Jamie has fully implemented last weeks UI ideas. It’s not completely bug-free but it looks amazing in game and is certain to give players all the feedback they need while facing off in the Arena. We have new sounds that indicate when a ability is charged and ready to activate, and the gradient radiating off of your characters dash, special ability and grenade look awesome in action. There’s also a special effect for when a Clone Pod charges!

Nova-Haul

Khris’s progress on Nova has continued onto this week, and our lightning-wielding gang boss has never looked better.

SPOOK-Bert!

You may have noticed in the UI clip above we’ve added a little festive cheer to the mighty mecha scientist Goobert – he’s now wearing a mighty pumpkin hat to protect his noggin as he goes into battle!

We look forward to sharing new gameplay innovations and design changes next week!

See you then!

Time Rivals Weekly Dev-Log #10

Welcome back to the Time Rivals Weekly Devlog! This week at Studio 316, the dust has settled from Transfuzer but we’re continuing on development with new ideas and new directions for Time Rivals! We’re overhauling systems, creating new ways to play and refocusing Time Rivals to be truly unique, so lets start talking about what we’re up to!

Time Rivals v2

New Ways To Play

We’re approaching Time Rivals with a totally fresh perspective.  This means totally new ways to play in and interact with the Arenas of Time Rivals and new strategies for Clone Pod throwing and placement. Our first big thought was to build special interactable areas only accessible by Clone Pod – encouraging players to ‘spend’ a death in order to change the flow of the map and change the terrain. Currently we’re throwing out all manner of ideas, but below you can see an example in our dev build. Goobert uses a clone pod to get into a secret room, allowing him to activate flame jets on the walls that close off both entrances to a choke point. You can already see the kind of potential that these Clone Pods are offering us for new map designs and we’re excited to explore our options. 

Another new  way to play with Clone Pods is via moving platforms – we’re still in the ideas phase, but we plan to have interactable elements like this all across the Arenas of Time Rivals to provide players with interesting new opportunities they’ve never had in an FPS before. We think that by doubling down on these elements we can really create something new and exciting for FPS fans, and we’ll be sure to keep showing you our developments as we redefine what Time Rivals is and how you’ll play it in future builds.

You may have also noticed that Goobert is now ragdolling properly when he dies – a small touch but one that’s amused us a lot while continuing to test things out. It also looks admittedly pretty hilarious to see the mighty mech flop over!

Between U and I…

Yet again we’re updating Time Rivals’ UI to become even more readable. Jamie has been working on new ideas for the first-person view of the game, and while we’re still iterating and making changes we’ll share a few ideas we already have! Jamie’s ideas have progressed far already with the few concepts we have: we also had the idea to make health ‘tick’ downward like a clock, playing into ‘Time’ Rivals and hopefully alerting you quickly to damage over time sources like Goobert’s goo or Nova’s trap. 

Nova-Haul

We may have neglected Nova a little during the Tranzfuser period but now she’s getting her fair share of attention from our 3D artist Khris! Nova’s getting a fancy new model that we can share the work-in-progress of below. 

Highlight Reel

On the Last Episode…

We’ll leave you on some highlights from the Time Rivals playtest – it was a great time and we already look forward to sharing more playtest sessions with our growing community!

We’re going to continue working on the vision of Time Rivals and changing it from top to bottom. We hope you’ll follow along as we make changes and improvements to the Arena, the Rivals, and everything in between!

See you next week!

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