수많은 팬을 거느리는 Supersonic Acrobatic Rocket-Powered Battle-Cars의 물리 기반 게임 속편에서 다시 한번 축구와 드라이빙이 만납니다!
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모든 평가
매우 긍정적 (186,971) * - 이 게임에 대한 사용자 평가 186,971개 중 91% 가 긍정적입니다.

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출시 날짜:
2015년 7월 7일
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수상작
기계와 함께 하는 즐거움 어워드
Rocket League®
Steam
어워드
2018

Rocket League 구매

이 게임이 포함된 패키지

Rocket League® Game of the Year Edition 구매

4개 항목 포함: Rocket League®, Rocket League® - Chaos Run DLC Pack, Rocket League® - Revenge of the Battle-Cars DLC Pack, Rocket League® - Supersonic Fury DLC Pack

이 게임의 콘텐츠(29) 전체 검색

Rocket League® – Fast & Furious™ DLC Bundle 구매

3개 항목 포함: Rocket League® - The Fate of the Furious™ Ice Charger, Rocket League® – Fast & Furious™ '70 Dodge® Charger R/T, Rocket League® – Fast & Furious™ '99 Nissan Skyline GT-R R34

 

최신 업데이트 모두 보기 (304)

2019년 5월 17일

The Making of Replay FX


Photo courtesy of @ToastyVeteran

Photo modes have become a mainstay in video games across a wide variety of genres over the past couple years. They give players an up-close look at every distinct detail that goes into the visuals of our favorite games, plus allow content creators to craft truly amazing, unique images.* Rocket League's* most recent update added a similar feature called Replay FX—a suite of controls that made it possible for fans to heavily edit the look of their best plays from the pitch.

Replay FX adds the ability to adjust the look of saved replays by adding filters, focus points, vignettes, and greenscreen effects that make the fan art possibilities endless. The controls are still in beta as this is the first time a feature of this type have been added to the game. The development team is still exploring how content creators are using these tools, what's working, and what can be added in the future. But, just because it's in beta doesn't mean it came together overnight.

The team leading the charge behind Replay FX is led by senior graphics engineer Art Mata, graphics engineer Nate Danque, and tools engineer Mark Masilionis. A photo mode for Rocket League had been in talks for a while, and it took the team roughly a year to make it a fully-fledged feature. What would eventually become Replay FX started as a series of behind-the-scenes tools made for different teams at Psyonix. The video producers wanted a mod that could give their highlight or promotional videos a different look and feel, and give them more freedom when capturing gameplay footage. Mark's job as tools engineer is to create those types of tools.

Adding a couple tools for players to adjust replays was a good start, but changing the depth of field wasn't quite enough to pursue as a new game feature by itself. Then Mark got a new request to make a greenscreen effect for the creative services team, the group that creates graphic designs for Rocket League websites and high-resolution screenshots of Battle-Cars and items. "That project took me a couple of days," Mark said. "Obviously, it didn't have to be production quality or anything. They just needed it to work."

Mark made these tools designed to be used by these different parts of Psyonix development. Then game director Scott Rudi took notice. "We just had gotten it to a point where we were comfortable giving it to the video producers," Art recalls. "Then a week later, Scott asked, 'hey, what's it going to take to get this into a patch?' We had to take a long look at the work ahead of us." The reality: console work to make sure Replay FX would run smoothly on all platforms, and a user interface (UI) that worked the way they wanted it to, and still made it easy to use for players. UI can be a particularly daunting task since the UI team is often busy on different Rocket League projects.

At that time, Nate had just joined the Psyonix team, and was handed the Replay FX project roughly a month after his start date. From there, his job was making sure the feature was working properly. Plus, the team kept coming up with new ideas for filters.

"I prototyped a few more filters, but we had to make sure we were staying within performance budgets and ensure frame rates were staying stable," Art said. "I whipped up a few, Nate put some together, and we added what we thought would be some really interesting features that the community could use for utility. We started going in that direction and it started getting more complicated."



Photo courtesy of @SpiffSnaps

After roughly a year's worth of time and effort, the team would eventually get it in its beta form as a part of the Esports Shop Update. According to Nate, there is still room for improvement and opportunity to add features in the future. Those features may be additional filters, or perhaps even the ability to equip different wheels, decals, and goal explosions in replays, which is one of Mark's dream features.

"For now, we're listening and tuning according to feedback," Art says. "We'll definitely have more filters on the way, and right now we're just seeing what's possible and what we can fit and what works."

Art, Nate, and Mark agree that the best part of Replay FX has been the community reception. They have been overwhelmed by the positive response and the creations made by fans. Check out some of their favorite creations here and here.

"Honestly, it's cool that it's being received so well, but even cooler to see what they're making with it," Mark said. "I love seeing the amazing things everyone is creating. It's just so rewarding that they're able to make all of this art."

"It's humbling," Art said. "Whenever we put out stuff like this, we know it's going to go to a community that's passionate, and they want to share that passion with their friends. That's always exciting. It's inspiring. It makes me want to go back and do more for the community. Let's see how far we can push this thing."

If you're enjoying Replay FX, be sure to share your creations with us. Tag @RocketLeague on Twitter and use the hashtag #RLReplayFX. We feature Fan Art every Friday, and may even use one of your creations.
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2019년 5월 9일

Rocket League's Summer 2019 Roadmap



It's hard to believe that we're almost to the halfway mark of 2019, but believe it you should, because it means that we're ready for a brand new Roadmap that sheds some light on the new features and improvements we're bringing to the game over the next several months.

Of course, you've probably already read this month's "Epic News," which is why we also want to assure you (and the rest of our community) that Rocket League will continue to be shaped by the same development team that it always has even if our family is getting quite a bit bigger. The game will also continue to be fueled and inspired by the passion and feedback of our dedicated playerbase just as it was before.

With that in mind, let's take a closer look at what you can expect to see in the next few months of 2019!

Summer Event with Limited-Time Events

Next month, we will kick off the biggest in-game event that Rocket League has ever had, featuring several limited-time events. While the event on the whole will share the same in-game currency for items that can be redeemed inside the event store, the items found in the event store itself will change as we move through different points in the promotion; giving you more in-game items to earn than ever before.

We know that players can sometimes earn more event currency than they sometimes use, so we're addressing that by adding XP Level-Up Packs in the event store as well (a Rocket League first)! That means that players will be able to redeem event currency for XP Level-Up Packs that grant 10 Tier Points for Rocket Pass -- allowing you to boost your Rocket Pass Tiers in a super-fast and super-convenient way!

Party-Up System, Inventory Management, and Trading

The community has been asking us for quicker ways to party-up with strangers following a good match. That functionality will be coming later this year. Soon, you'll be able to easily party-up with teammates from the post-game screen.

Inventories are growing too, and that calls for better ways to organize all of your in-game items. We're happy to say that additional inventory management tools will also be added via a future update.

Finally, one of our long-term goals for 2019 and beyond is to make a number of under-the-hood, quality-of-life updates to our trading system. We’ll have more to share on that later this year.

RLCS Season 7 World Championship Incoming!

The RLCS Season 7 World Championship at the Prudential Center in Newark, NJ is just around the corner and tickets are selling fast. Get your tickets now to catch all the live action from the world's best Rocket League teams. Also, Competitive Season 10 ends on Monday, May 13, so make sure you fulfill your Season Reward Level wins at your rank to earn the appropriate goodies.

Stay tuned next month for the full reveal of our upcoming event. Plus, you can expect to see the aforementioned features (and more) later this year. For fans looking to find out more regarding what our acquisition by Epic Games means for Rocket League and Psyonix in the long-term -- there's nothing new to report just yet, but we'll keep you informed as soon as we have an update.
댓글 126 개 더 읽어보기

게임에 대해

수많은 팬을 거느리는 Supersonic Acrobatic Rocket-Powered Battle-Cars의 물리 기반 게임 속편에서 다시 한번 축구와 드라이빙이 만납니다!

미래적 스포츠 액션 게임인 Rocket League®는 다양하고 세밀한 아레나에서 멋진 골을 넣거나 엄청난 세이브를 해내기 위해 공에 부딪힐 수 있는 부스터가 장착 차량을 갖추고 있습니다. 실제 상호 작용을 모의하기 위해 고급 물리 시스템을 갖춘 Rocket League®는 최첨단 기술로 재해석된 축구 매치에서 질량과 운동량에 의존하여 플레이어들은 믿을 수 없을 만큼 직관적인 컨트롤을 구사할 수 있습니다.

멋진 게임 기능:

  • 완전한 싱글플레이어 모드를 즐길 수 있는 전해 새로운 시즌 모드
  • 100억 가지 이상의 조합이 가능한 광범위한 배틀카 꾸미기
  • 잠금 해제가 가능한 아이템 및 차량, 통계 추적, 순위표 등
  • 다양한 팀 크기 및 구성이 가능한 다양하고 중독성 있는 8인 온라인 액션
  • 2인, 3인, 4인 플레이어 로컬 분할 화면 모드 또는 다른 분할 화면 모드 플레이어와 온라인으로 즐김
  • 아레나의 어느 곳에서나 액션을 빨리감기, 되감기 또는 볼 수 있는 방송 품질의 리플레이
  • PlayStation®4, Xbox One, Nintendo Switch 사용자를 위한 경쟁형 크로스플랫폼 게임플레이


참고: 온라인 서비스 제공업체와의 계약으로 인해 Rocket League®의 온라인 멀티플레이어 구성 요소에 연결할 수 없는 지역이 있습니다. 결과적으로 중국, 크리미아, 쿠바, 이란, 북한, 수단 및 시리아에서는 서버 액세스가 제한됩니다. 해당 지역의 고객에게 사과드립니다.

SteamOS 및 Mac 베타 버전
2016년 9월 8일부로 SteamOS 및 Mac 버전의 Rocket League®는 ""베타""로 출시되었습니다. SteamOS만 ""공식"" 지원되는 Linux 클라이언트이지만 그 외 Linux 플랫폼이 호환될 수 있습니다. 마찬가지로 Mac 버전은 통합 비디오 솔루션이 있는 구형 시스템에서 작동하거나 작동하지 않을 수 있으며, 전용 GPU를 사용하는 것이 좋습니다(2013년 이후 Mac은 괜찮음). Mac 시스템 요구 사항:

  • 운영체제: MacOS X 10.8.5
  • 프로세서: Intel Core i5 2.4 GHz
  • 메모리: 8 GB RAM
  • 그래픽: OpenGL 4.1 - ATI Radeon HD 5670, NVIDIA GeForce GT 640M, Intel HD Graphics 4000 또는 Iris Pro Graphics

SteamOS 및 Mac 베타 업데이트에 대한 진행 중인 패치 노트를 확인하십시오. 2017년 6월 1일자로 두 버전의 게임에 대해 알려진 모든 문제:

  • Showroom을 통해 구입한 DLC의 올바른 상점 페이지는 Big Picture 사용자에게 표시되지 않습니다. 이것은 곧 출시될 패치에서 수정될 Steam 클라이언트 관련 문제입니다.
  • 매치에서 기본 메뉴로 나올 때 가끔 중단이 발생합니다.
  • Urban Central의 동상이 올바르게 표시되지 않습니다.
  • 간헐적으로 흐림 문제가 발생할 수 있습니다.
  • (Mac만) Xbox 360 컨트롤러가 작동하지 않습니다. 사용하려면 타사 드라이버 솔루션이 필요합니다.
  • (Mac만) Steam Controller가 기본적으로 지원되지 않습니다.

Rocket League® 이용 약관 보기: www.rocketleaguegame.com/tos

시스템 요구 사항

Windows
Mac OS X
SteamOS + Linux
    최소:
    • 운영체제: Windows 7 or Newer
    • 프로세서: 2.4 GHz Dual core
    • 메모리: 2 GB RAM
    • 그래픽: NVIDIA GTX 260 or ATI 4850
    • DirectX: 버전 9.0c
    • 네트워크: 초고속 인터넷 연결
    • 저장공간: 7 GB 사용 가능 공간
    권장:
    • 운영체제: Windows 7 or Newer
    • 프로세서: 2.5+ GHz Quad core
    • 메모리: 4 GB RAM
    • 그래픽: NVIDIA GTX 660 or better, ATI 7950 or better
    • DirectX: 버전 9.0c
    • 네트워크: 초고속 인터넷 연결
    • 저장공간: 7 GB 사용 가능 공간
    • 추가 사항: Gamepad or Controller Recommended
    최소:
    • 운영체제: MacOS X 10.8.5
    • 프로세서: Intel Core i5 2.4 GHz
    • 메모리: 8 GB RAM
    • 그래픽: OpenGL 4.1 - ATI Radeon HD 5670, NVIDIA GeForce GT 640M, Intel HD Graphics 4000 or Iris Pro Graphics
    • 네트워크: 초고속 인터넷 연결
    • 저장공간: 7 GB 사용 가능 공간
    권장:
    • 운영체제: MacOS X 10.8.5 or Newer
    • 프로세서: Intel Core i7 2.4 GHz+
    • 메모리: 8 GB RAM
    • 그래픽: OpenGL 4.1 - ATI Radeon HD 5670, NVIDIA GeForce GT 640M
    • 네트워크: 초고속 인터넷 연결
    • 저장공간: 7 GB 사용 가능 공간
    최소:
    • 프로세서: 2.4+ GHz Quad core
    • 메모리: 2 GB RAM
    • 그래픽: NVIDIA GTX 260 or ATI 4850
    • 네트워크: 초고속 인터넷 연결
    • 저장공간: 7 GB 사용 가능 공간
    권장:
    • 프로세서: 2.5+ GHz Quad core
    • 메모리: 4 GB RAM
    • 그래픽: NVIDIA GTX 660 or better, ATI 7950 or better
    • 네트워크: 초고속 인터넷 연결
    • 저장공간: 7 GB 사용 가능 공간
    • 추가 사항: Gamepad or Controller Recommended

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