almost 3 years
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Rocket League
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0s | [Music] |
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2s | welcome to under the hood a brand new |
4s | video series all about what we're |
5s | working on here at psionics we'll talk |
7s | about new game modes changes coming to |
9s | rocket league and much more be on the |
11s | lookout for more videos throughout the |
13s | year but for now it's all about our |
15s | brand new mode knockout |
17s | knockout is all about car combat up to |
19s | eight players battle it out in a new |
21s | free-for-all elimination mode use |
24s | attacks and grabs to stun and launch |
25s | your opponents to their destruction |
27s | while blocks and dodging will help keep |
29s | you in the game the more speed you have |
31s | the more devastating your attacks will |
33s | be find yourself being blasted into the |
35s | stratosphere do your best to recover |
37s | from the hit and get back to the arena |
38s | using jumps and boost the last player |
41s | driving wins and i'm here with josh |
43s | mikey and skyler just a few of the folks |
45s | here at psionics who have been working |
46s | on knockout for the last few months |
49s | josh |
50s | you talk about the inspiration behind |
51s | this new mode it's a lot different than |
53s | anything we've ever brought to rocket |
55s | league before yeah sure i mean |
57s | we took inspiration from all over the |
59s | place for this one where we started was |
62s | to kind of go back to our roots with an |
64s | internal project called crash course and |
66s | for those who don't know that game |
68s | it was a floating platform in space |
70s | where you would try to knock other |
72s | players off into space with power-ups |
75s | and one of our favorite power-ups was |
76s | one where you would sort of turn this |
78s | turn an opponent into a kind of a |
81s | floating ball and they would fly off |
82s | into space and then they would have to |
83s | try to recover back |
85s | and while we would ultimately drop a |
87s | ball into the map and create soccer |
90s | we always thought there was something |
91s | compelling about this trying to recover |
94s | back to the platform thing |
96s | so that's actually where we started with |
97s | knockout we went back to that original |
99s | map we dropped in some |
100s | some power ups from rumble and we were |
102s | off and running and while that led to |
104s | some fun uh you know you would drive |
107s | around the map you get a boot and then |
109s | you kick somebody into space |
111s | and that really just didn't have that |
112s | skill ceiling that we were looking for |
115s | so then we moved to |
117s | looking at vehicular combat games things |
119s | like twisted metal vigilante 8 some of |
123s | our favorites you know |
125s | and |
126s | what we realized pretty quickly is those |
128s | are all projectile based combat games |
130s | and while we love those games that |
132s | didn't give us those that like car to |
134s | car really visceral uh action that we |
137s | were hoping to have um so from there we |
140s | kind of looked to another unlikely genre |
143s | and brawlers and some of our favorites |
145s | like like super smash brothers or even |
147s | going back to dreamcast and looking at |
149s | uh power stone which is an awesome game |
152s | i love power steel yeah so cool so yeah |
154s | once we started going down that route |
156s | and we uh you know started integrating |
158s | that really really satisfying car to car |
161s | combat and those really big visceral |
164s | interactions um yeah once we introduced |
167s | that into the game we sort of never |
169s | looked back why don't you walk us |
170s | through the design philosophy behind the |
172s | new game mode yeah so we look at |
174s | knockout as a whole new paradigm for |
176s | rocket league it's a way for us to sort |
178s | of expand the boundaries of what a |
180s | rocket league experience can be |
182s | over the years we've been making modes |
184s | and experiences that are that kind of |
187s | conform to a few rules like |
189s | two teams |
191s | players control rocket-powered cars and |
193s | there's a physics object that they try |
195s | to influence in order to score but we |
197s | always knew rocket league could be more |
198s | than that and you can just look at the |
201s | great creators within our community |
202s | they're creating things like rings and |
205s | dribbles challenges and those things |
207s | break one or more of our rules and still |
210s | feel distinctly rocket league so when |
213s | we looked at this mode we were really |
215s | saying like how can we make something |
216s | that's fun and feels like rocket league |
220s | which sounds really simple but when you |
222s | start to build a |
224s | fighting game with rocket powered cars |
226s | in 3d space that gets pretty complicated |
228s | pretty fast |
229s | speaking of challenges |
231s | sky can you walk us through some of the |
232s | technical challenges that we ran into |
234s | when we were making knockout sure well |
237s | this is our first uh player vs player |
239s | mode and i would say |
242s | one of the initial challenges that we |
244s | faced was actually player player |
245s | interaction because normally you have a |
248s | car and a ball |
249s | and the ball is usually bigger and more |
251s | predictable has no inputs you can easily |
255s | aerial and figure out where it's going |
256s | to go |
257s | when it comes to player vs player they |
259s | can change directions dodge do whatever |
261s | so we wanted to expand |
264s | the attack ability the attack radius for |
266s | the moves |
267s | and |
268s | this allows us |
270s | to make it easier to interact back and |
272s | forth and it also allows players to use |
275s | any vehicle they want yeah hitboxes |
276s | don't matter anymore right exactly |
279s | did we have to make any physics changes |
281s | in knockout compared to soccer yes we |
283s | did |
284s | so we ended up adding support so that |
286s | you can do multiple dodges and double |
288s | jumps |
289s | and you can do them in rapid succession |
291s | and |
292s | the reason for this is so you could do |
293s | multiple attacks while in the air before |
295s | touching the ground for a reset again |
297s | and now there's no time constraint like |
300s | saw car you can do them at any point in |
301s | time |
302s | while moving around |
304s | yeah we'll give players a ton of |
306s | opportunities to get back to the map if |
308s | they get blasted way off to the edge and |
310s | you will you definitely will |
313s | can you talk about some of the changes |
314s | we had to make to the camera system to |
316s | help accommodate for target lock of |
318s | course uh |
319s | so one of the things that we wanted to |
321s | solve for was being able to follow |
323s | players easily and so we added support |
325s | for target lock and support so you could |
328s | cycle between targets |
329s | uh doing this allows you to find the |
332s | person that you want to get and go after |
334s | yeah with seven other players in the |
335s | arena with you it's definitely a target |
337s | rich environment absolutely |
339s | so mikey with knockout we're bringing |
341s | three really unique brand new arenas |
343s | into rocket league can you talk a little |
345s | bit about the design and inspiration |
347s | behind the new arenas yeah definitely |
349s | from the get-go from my time here at |
351s | psionics i've always wanted to create a |
354s | nastic ball court themed arena |
356s | and with knockout that seemed to be the |
358s | perfect time to finally get that |
361s | look that style |
363s | in the game which i was super excited |
364s | about combat focused yeah exactly it's |
367s | combat focused um |
369s | and and what we ended up doing and going |
371s | with was |
372s | mixing that mesoamerican theme with like |
376s | retro wave art style you know blend it |
378s | together and then yeah this is this is |
380s | what we got this is how we got it in um |
384s | i love it yeah that's that's that's all |
386s | me dude |
388s | aztec you know |
390s | mr american themed and just lasers dude |
393s | lasers are awesome everybody loves |
395s | ladies |
396s | so with these three new arenas uh what |
398s | are their names and talk a little bit |
399s | about the differences between them yeah |
401s | so we've got quadrant |
403s | carbon and calavera with quadrant |
407s | we wanted that just to be a simple map |
409s | easy to play on just introduce the |
411s | player into the game space and knockout |
414s | and you know see what it's all about |
415s | four equal spaces breaking up the flow |
419s | keeping everything nice and tight but |
421s | still separate enough so that people can |
423s | engage in smaller group combat just the |
426s | right amount of distance yes that's |
428s | that's a big thing there uh the distance |
430s | and the metrics of each map the next one |
434s | carbon yeah so that started off as a |
437s | multi-tiered map |
438s | and in the beginning i went you know |
440s | pretty extreme had |
442s | platforms like everywhere and people |
445s | just uh had a hard time getting uh to |
447s | the different platforms a little too |
449s | much chaos too much chaos it was really |
451s | hard for uh |
453s | less skilled players |
454s | they had a hard time seeing what was |
456s | going on above around |
458s | and even just getting to |
461s | the different areas so that got |
463s | condensed uh to three tiers then |
465s | eventually two tiers and then i added |
468s | ramps connecting the tiers just to allow |
470s | people a little bit easier to flow and |
472s | again to get uh to help less skilled |
475s | players get to the different parts of |
477s | the map and calavera which is |
479s | my personal favorite actually |
482s | i got inspiration from my son |
485s | he had a school project they were making |
487s | new friends for |
490s | dia de los muertos and he did his own |
493s | drawing of a sugar skull and i was just |
495s | like |
496s | i love skulls that's freaking awesome |
499s | purely aesthetic let me just throw a |
501s | skull |
502s | down there and then see how that plays |
504s | out and for some reason it just worked |
507s | very well the holes that the eyes the |
509s | nose the mouth like having the player |
512s | drive around those |
513s | made for great flow |
515s | um the spikes which is like a spike |
518s | headdress that's when i first introduced |
520s | hazards by the way it's just fun to |
522s | drive around it's risky but if you can |
525s | get a throw in there or start bashing |
527s | away one for lower skill players you're |
528s | not relying on watching somebody way off |
530s | under the corner of the map you have a |
532s | closer target |
534s | yeah let's talk about the hazards of the |
535s | spikes you see them in all three arenas |
537s | and uh gives players a different |
540s | opportunity to get knockouts instead of |
542s | having to launch opponents all the way |
543s | across across the arena right yep yep so |
547s | yeah visually the spikes which is kind |
550s | of like a headdress look super cool and |
551s | i was like let me add some spikes to |
553s | that see what happens and it was like uh |
555s | in that specific section like a |
557s | high-risk high reward it was a dangerous |
559s | area but it was it was really fun |
561s | fun to play didn't we have uh a big like |
564s | dome of uh |
566s | like spikes like what what were we |
568s | calling that down thunderdome right yeah |
571s | yeah thunderdome yeah uh that was that |
574s | was crazy so what happened was having |
577s | that platform up high with the thunder |
579s | dome with the inverted spikes in it |
581s | people just kept flying up to the top |
582s | and 1v1 wanting each other and what |
586s | ended up happening was everybody would |
587s | just watch |
588s | so it kind of took away from the overall |
590s | flow of the of the match |
592s | and so we decided uh you know maybe we |
594s | better hold off with the thunderdome for |
596s | now and |
597s | maybe bring it back later somehow and |
599s | with thunderdome that |
601s | basically evolved into sudden ko right |
604s | yeah so it was sort of like the |
606s | precursor right like it the thing that |
608s | made it so compelling was that players |
611s | knew that every hit was going to turn |
613s | into a ko right and like there's |
615s | something really really satisfying about |
617s | like trying to outplay somebody um and |
620s | so yeah that would ultimately become |
622s | sudden ko where |
624s | every single hit is maximum power and if |
627s | you misplay that at all you're going |
630s | straight up into the uh out of the safe |
632s | zone and it results in an instant ko so |
635s | you know guys with knockout it's one of |
637s | our most unique modes ever for rocket |
640s | league and |
642s | you know what does it take |
644s | not just with the three of you but for |
645s | the entire studio what does it take to |
647s | bring a mode together like this takes a |
649s | lot of iteration |
651s | so we |
652s | went through the process of |
654s | essentially starting off as a brawler |
656s | and then |
657s | eventually moving on to adding a block |
659s | mechanic and then the grab mechanic just |
661s | to add variety |
663s | and to make everybody at our studio this |
665s | plate it's happy you know all of their |
667s | feedback is what has made the most good |
669s | as it is |
670s | it really is |
671s | kind of a you know it's cliche but it |
673s | takes a village attitude right totally |
676s | totally i mean like |
677s | uh |
678s | we're here talking about it today but |
680s | there were so many people that put so |
682s | much into this mode um |
684s | we you know |
686s | as skyler mentioned we did tons of play |
688s | testing tons uh got so much good |
691s | feedback from everyone in the studio and |
693s | um you know the team the team that |
695s | works on something like this is it's |
697s | large you know like we have vfx audio um |
701s | we have other engineers ui ux like so |
705s | many people have touched this |
707s | qa has done an amazing amount of work on |
710s | this mode to help us hone in on exactly |
712s | what makes it fun so um yeah you know it |
715s | really takes a lot of us a lot of it |
717s | like a lot of iterating and play testing |
719s | uh to really try to hone in on what |
721s | makes it great yeah and getting that |
723s | feedback from all different corners of |
725s | the studio so |
727s | last question i'll start with you skylar |
729s | what was your |
731s | eureka moment when you realized how much |
733s | fun knockout really was |
735s | i'd say the moment that i stopped |
738s | trying to test it and actually was |
740s | enjoying it during the play test |
742s | i was there and i was just like having |
744s | so much fun i was like this is gonna be |
745s | a blast you kind of turn that analytics |
747s | part of your brain off a little bit and |
749s | just car combat all the way yes that and |
752s | the fact from all of our player feedback |
754s | like from all the play tests it just |
756s | people were just absolutely loving it |
758s | and that's always what you want to hear |
759s | when you've been working on something so |
760s | long same question for you mikey |
763s | i remember when skye finally got set up |
766s | the velocity-based uh i don't know what |
769s | you'd call it the calculation of when |
771s | you hit somebody driving full speed |
773s | getting that maximum |
775s | hit and just sending somebody flying |
778s | so satisfying felt so good it felt so |
780s | good and then just seeing them fly and |
783s | going to the spikes and yeah it was it |
786s | was great that was a good moment i think |
787s | josh has a good story for us on this too |
789s | right yeah yeah i remember um |
793s | oh man it was it was probably right |
795s | after that velocity-based stuff got into |
797s | the |
798s | got into the mode there was this |
800s | incredible uh exchange where i think |
802s | skyler was coming back uh trying to get |
805s | back to uh to the platform |
808s | and i |
809s | managed to land my first like edge guard |
812s | i flew out over the you know over the |
815s | lasers and i just smashed him in the air |
818s | and he goes flying and honestly from |
820s | that moment on i was like i cannot wait |
823s | for the community to get their hands on |
825s | this the stuff that they're going to be |
826s | able to do with this mode is gonna be |
828s | incredible and i can't wait to see it i |
830s | really can't |
831s | there are so many satisfying hits you |
833s | can do for me some of the best moments |
835s | are |
836s | recoveries right you get launched clear |
839s | across the arena you're just at the |
842s | border but you have enough boost to get |
844s | back and you just make it back and you |
846s | end up like riding on the side of the |
848s | arena and just kind of waiting there to |
850s | pick your moment somebody comes close by |
852s | and you peek up and get your shot in |
854s | there are so many different ways to |
856s | approach knockout and have a ton of fun |
858s | with it |
859s | absolutely yeah and that kind of goes |
861s | back to that um |
863s | you know back to our roots a little bit |
865s | that that recovery mechanic from crash |
867s | course you know it's like we knew there |
869s | was something there and we we absolutely |
871s | love what it's become in knockout so |
873s | really really excited to get it into |
876s | people's hands |
877s | we hope our players will love it as well |
879s | we cannot be more excited about knockout |
881s | and we can't wait to hear your thoughts |
882s | on our new mode in the coming days be |
884s | sure to comment like and subscribe down |
886s | below hit us up on discord and come on |
889s | over to the official rocket league |
890s | subreddit thanks everybody we'll catch |
892s | you in the next one |
895s | [Music] |
907s | you |