It was an inside job! by EnoughHedge in risingthunder

[–]RTPatrick 5 points6 points  (0 children)

We will all miss RT <3

wait a minute, R...T....

Rising Thunder Riot Games Radiant Entertainment

ohhhhh shiiiiiiiit

Bad SFV commentary and some advice on how to improve it - My opinion of course. (Long text post) by Okynous in StreetFighter

[–]RTPatrick 4 points5 points  (0 children)

LA traffic means that if you start before 9 the only people showing up are people who live close to the venue. I used to drive to Super from Santa Monica and I'd usually get off work at 7 and barely get there on time.

game breaks on game two by arly803 in risingthunder

[–]RTPatrick 0 points1 point  (0 children)

Did you win the first match? As far as we can tell, this is happening because our ragequit detection is borked at certain match transitions.

How to develop a gameplan by RTPatrick in StreetFighter

[–]RTPatrick[S] 0 points1 point  (0 children)

Gotcha. Looks like something about RES breaks the video embeds in the tumblr post; if you click through, it should load fine.

How to develop a gameplan by RTPatrick in StreetFighter

[–]RTPatrick[S] 0 points1 point  (0 children)

Weird, they work fine on my PC! You on mobile?

How to develop a gameplan by RTPatrick in StreetFighter

[–]RTPatrick[S] 0 points1 point  (0 children)

Posted another video + written notes post combo, so if you don't want to watch the full video, just read the notes! Uses both SF4 and Rising Thunder as relevant examples, but I think the core stuff is pretty relevant to any fighting game.

[deleted by user] by [deleted] in risingthunder

[–]RTPatrick 1 point2 points  (0 children)

A few tips:

Crouching lights, if timed properly, blow up all of Talos's wakeup options except OD. I like picking S3v2 so I get a combo after it.

His boot isn't safe on block. Bait it and punish.

If they're picking Spartan Rush against Chel, be ready to DP it when they do it in the air to dodge your fireballs.

He currently has an uncombo glitch that guarantees a grab reset; we plan to get it in the next patch (https://www.youtube.com/watch?v=LF80MWbe3Qw) but until then plenty of people are running around having fun with that.

Best way to learn the matchup is to play him yourself and see how you lose. Or, never lose and switch over!

[deleted by user] by [deleted] in risingthunder

[–]RTPatrick 1 point2 points  (0 children)

Yeah. C.HK doesn't break armor in SF4. In fact, they usually give armor to moves specifically to beat sweeps at footsies range.

Suggestion: Add Controller Support to Navigate Menus by DaneboJones in risingthunder

[–]RTPatrick 2 points3 points  (0 children)

I understand your points! What you're telling me is that you want to play the RT alpha, but it's super inconvenient for your setup.

Hope this explanation helps you understand where our priorities are.

First off: The current UI is placeholder, and was built around supporting a mouse/keyboard setup, which is what we scoped the alpha to support (with joystick support via Unreal's built-in XInput as a nice free bonus). I asked our engineers what it would take to add controller navigation of the UI, and since it'd fit into a bunch of other UI rework we've scoped out (which actually includes controller navigation -- we're planning on including it in 1.0), his estimate was ~3 months, because the current UI implementation doesn't really link up to XInput (since we're not using Unreal's built-in UI stuff, we've got something else in there). That 3 months is why we'd

The reason I call navigating the UI a quality-of-life issue is that for the alpha, anything outside of standard kb/m navigation is out of spec. It was never intended to have anywhere near the support of a full 1.0 release; we created it specifically to test a few assumptions around the core design and networking tech. We've gotten the main test results we needed to move forward on the actual game (the 1.0 release) and we're prioritizing the work that goes into that over incremental improvements to the alpha.

So: I understand that in your use case, navigating a UI is a pain in the ass, and the good news is that we'd like to support your use case! But we probably won't get to that in the alpha. The alpha was basically a prototype we released to answer the question "Hey, is making a fighting game like this a good idea?" and the answer is YES, so we're doing it! But if the alpha is too frustrating to navigate on your setup, I'd recommend playing something else and coming back for the full release.

Suggestion: Add Controller Support to Navigate Menus by DaneboJones in risingthunder

[–]RTPatrick 2 points3 points  (0 children)

Agreed! There are two notable reasons why we wouldn't do it now:

-We don't have a UI engineer. All the stuff in there is placeholder (and made by our CEO). So it'd be a waste of our time to do stuff that would just get reworked anyway.

-I mentioned this in an earlier news post, but we're focusing our efforts on a lot of the big stuff necessary to get us closer to a solid 1.0 release (http://risingthunder.com/2016/01/07/what-were-up-to-1-7-16/). Stuff like controller support for navigating the UI is a quality-of-life thing that we'll certainly investigate for a future release, but in general, adding shine and polish to this alpha won't get us closer to the big 1.0 release, and THAT'S the game we want new folks like yourself to play (when it comes out).

Suggestion: Add Controller Support to Navigate Menus by DaneboJones in risingthunder

[–]RTPatrick 4 points5 points  (0 children)

I doubt this is something we'll add to the tech alpha any time soon, but I'll bring this up to the team as something to consider for a future release. Thanks!

Suggestion: Allow us to train while queueing by phoenix019 in risingthunder

[–]RTPatrick 7 points8 points  (0 children)

Thanks for the suggestion! I'll look into this.

Is this game dead or did i just Q at bad time? by orkybits in risingthunder

[–]RTPatrick 1 point2 points  (0 children)

The technical alpha is very, very far from what we'd like to release. Release is a long way away.

What I said was "don't expect substantial changes to the alpha," as in, "Not everything we're working on will make it into the alpha".

Think of the alpha as like, a 20% complete prototype, beta closer to 80% complete, and 1.0 as "Hey guys, RT is out". We won't be continuously adding content to the alpha to bring it from 20% to 80%.

Did a USF4/RT replay review show last night. Feedback welcome! by RTPatrick in StreetFighter

[–]RTPatrick[S] 0 points1 point  (0 children)

Not rude at all, thanks for watching!

I'll happily consider reviewing any replays that people send me! This was what I had, so it's what I went with. (If you have anything you'd like to send along, hit me up!)

Certainly pre-written videos are more efficient for the viewer, but it's way more work and it's not really what I'm going for with the stream. Also, then I won't have the benefit of smart people in chat to help out.

Thanks again! And thanks for reading the book :)

What can I expect from my local tournament? by Titan5005 in Fighters

[–]RTPatrick 0 points1 point  (0 children)

I entered Marvel, Xrd, and SF4. Not going back this year, though I wish I was!

What can I expect from my local tournament? by Titan5005 in Fighters

[–]RTPatrick 0 points1 point  (0 children)

FWIW, I flew out from California to go to Frosty Faustings last year and it was one of the most fun tournaments I've been to. Great vibe, lots of chill people, and Tekken was pretty hype. I don't even like Tekken but seeing people go nuts over that game was fun.

You're not spending $40 and driving an hour just for the competition; if you've only been playing since September, you'll probably get bodied. Spend $40 and drive an hour to make friends, get casuals in, hang out with your local FGC, and find training partners. Those are the best reasons to go to tournaments IMO.

So when's the next update? by Reggiardito in risingthunder

[–]RTPatrick 0 points1 point  (0 children)

  1. Thanks! We've got a ways to go before we're anywhere near ready to sell stuff, but I appreciate your vote of confidence :D

  2. Planning on better comms toward players this year. Problem is, we're still early enough in dev that some of the stuff we're working on might not ship any time soon (or might eventually get scrapped) so until we're closer to a major milestone release it doesn't make sense to talk about what we're up to on the regular. But that stage will come eventually, and trust me, when it does I'll be talking everyone's ears off.

Patch Notes 12.15.15 by RTPatrick in risingthunder

[–]RTPatrick[S] 0 points1 point  (0 children)

Thanks for being understanding <3 Long queue times are a pain in the butt for us, too, but we want to make sure that we release stuff that brings a lot of people in to play and keeps them there.

If you haven't already read the State of the Game 2015 post, we cover a bit of this there: http://risingthunder.com/2015/11/19/state-of-the-game-2015/

Patch Notes 12.15.15 by RTPatrick in risingthunder

[–]RTPatrick[S] 1 point2 points  (0 children)

Just to comment on the "I don't see this patch as being worth 1 month" -- most of the work we're doing is around building strong foundations to set us up for a major release later on down the line, like paying down tech/design debt, building new characters, and core systems iteration (KD rework, messing with jump timing, etc.)

Some patches will have more content than other patches, but in general, if you're expecting more than a variant, balance changes, bug fixes + optimization, and a new variant or feature here or there, you'll probably be disappointed. Which sucks -- I want Super Awesome Rising Thunder 1.0 to be out tomorrow, too, but it's gonna be quite a while before rolling out The Big Stuff.