I've been taking the lessons we've learned together from my Halo Infinite modding days and applying it to an upcoming game called Ringfall.
I'd like to share some of our progress with y'all. Working with the team over at @Cottonhammerdev has been incredible, and I feel incredibly lucky to be surrounded by a team that truly understands the nuance that drives FPS.
My goal with Ringfall is to make a game worth calling home. @CottonhammerDev is aligned with me on this goal, and we're working hard to make sure Ringfall is everything it can be. Progress has been smooth, and I'm excited about where our game is headed.
As I'm typing this, I'm in a call with five other developers, going over what we need out of our strafing animations, stressing how smooth they need to be for readability.
I'd love to hear your thoughts on Ringfall so far. We're always open to feedback, and I'm happy to answer just about any question you might have regarding our game.
If you like what you see, I hope you'll consider following us over at @CottonhammerDev.
Thank you for reading, and I hope you guys will join me in fighting for a future worth missing.
We are choosing to pursue "No Sprint" gameplay within RINGFALL.
You will still be able to enable sprint via Custom Games.
For the sake of transparency, I'd like to share a bit of why we're choosing this direction for our game.
We took a close look at what sprint was doing for our game... then ran a month of test sessions without it. We made a very interesting discovery during this month of slower pacing:
Player physics is our sprint.
Rocket jumping, grenade jumping, bouncing off of ramps, stacking jumps, as well as a few other bits of equipment we have planned... We already have plenty of ways to increase your speed and find shortcuts around the map.
Combat feels tighter without sprint within RINGFALL. Playing with a team feels better, and every decision carries more weight... all while being easier to take in.
That being said, we're aware of how cool it can be to set up a jump with sprint that sends you flying across the map. It wouldn't be right to take it away completely, so we'll be including a sprint toggle in case you'd like to create a gametype with it enabled, as well!
If you have any questions, we're more than happy to answer them!
We'd like to share a concept image of what our match screens will look like.
Miguel D has joined as our UI Designer, and he's been hard at work crafting our menu experience, as well as our upcoming in-game HUD.
We hope you're as excited as we are to see this come to life.
Hey all. Sadly over Easter weekend, a wonderful friend of ours @SamuelJB_23 suffered a parietal haematoma/stroke & is paralysed right & is unable to speak atm, he's got a very loong road to recovery and we've setup a Gofundme to help him out in future <3
https://t.co/hBqsxWtOcj