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!

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