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!
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