Note on new features: Floor tile painting is released to the public but still in works. While we do not anticipate any issues, it may have bugs not yet found.
Finished another major milestone recently by rebuilding Carpoon’s camera! It was a feature requested by several players to remove some constant shakes it had. These shakes happened while trying to zoom in or out to keep players in view, or so I thought.
-Used YellowAfterlife’s multi-object tracking camera script https://yal.cc/gamemaker-view-following-two-objects-at-once/ -Found there was still some shakiness and it turned out the truck rumble was translating to camera coordinates. Removing this aspect fixed the camera by half -New camera was too quick to react! Had to add lerps and send out camera trackers from the player to smooth things out. -Added a player deadzone to prevent the camera from moving when players are doing tight turns. Makes the screen less jumpy for other players -Clamped the camera within borders on some levels to not zoom out too much. Created a separate object for the camera to track that follows the player around to do this -While zooming out is quick to keep players on screen, I slowed down zoom-in because it felt too intense otherwise.
Things that would have been a bonus: -Weighted objects for camera priority -Smooth lerp into border edges -Spent a lot of time trying to have a look-ahead point again but I ran into issues where the camera would move too quickly from side to side, or not keep up with the player and they would go offscreen. Having borders with a maximum range that the camera could go and a center point that kept onscreen helped make this not as needed.
Next milestones: 1 Clearer “How-to play” and objectives 2 Fix up some of the game essence for risk vs reward in 1 or 2-player mode 3 Release game!
There is a new patch available, BUT you must uninstall and reinstall for it to take an effect! This is due to a naming snafu with the installation path (part of the learning curve with depots and Steamworks) which was an error on my part. More updates will be forthcoming!
Spooky season may nearly be over but the undead never stop fighting!
I hope you have an insatiable appetite for updates because RISK bulletin #22 is dead set full of them! Unearth your strategies and ready your ghoulish troops as we haunt you with our latest updates.
Spooky season has ended which means we are getting closer to update v3.13!
With this update we are focusing on general improvements and new content
You can expect to see v3.13 next month. This will be a smaller update while our developers continue to focus effort on our multiplayer and networking overhaul due out 2024. We know the community are eager to see our networking system updated to improve the multiplayer experience and we’ll be posting a full update on when to expect this shortly after v3.13.
NEW MAPS SNEAK PEAK
We’re working on new map packs including the highly requested Advanced II Map pack!
Here’s a WIP for one of the maps, can you guess which one?
A new month of Prime Gaming drops is here!
Show your allies (or opponents) some love in game with this free Fistbump pack.
Collect the Fistbump Zombie,
Fistbump Pirate
And Fistbump Human while you can!
Use this link to connect your account and claim these fist bumping rewards.
As always, thanks to the community for your support. Everything you do in RISK motivates us to work hard to improve the game.
CONTENT CREATORS
And of course thank you to the content creators that stream and upload RISK content on YouTube and Twitch.
This event lets players unleash their creativity and design their ideal Risk map related to the theme for a chance at winning prizes. This season's finalists will be selected by guest judges from SMG, who have created the maps in Risk. Then it will be up to you to vote for the winners.
We're welcoming all skill levels and we'll be providing useful guides on how to make your map strategic, exciting and beautiful, so even complete beginners have somewhere to get started. To enter, simply post your design in │map-designs. We've also opened up a │design-chat to share ideas and discuss the event.
This season’s design theme: Countries/Cities
More info about the event can be found {LINK REMOVED}here
The way RISK memes always make me laugh out loud.
We’ve had some great reviews over the last couple of weeks, here’s a few of the many we loved to read!
Do you think you’ve got what it takes to compete against our very best? Our discord community runs back-to-back tournaments with big prize pools. We also have dedicated channels in our discord designed for players looking for a game.
This is a smol update for little (mostly visual) things that I missed before the previous release
Changelog v0.3.1a (11/5/2023) Features: -Connecting a virtual Xbox 360 or DualShock 4 controller will now automatically set the gamepad type to the respective controller type in the bindings menu Fixes: -Fixed funny bug where keyboard ABXY keys appeared as Xbox ABXY in the bindings menu becuase I'm a silly little programmer who forgot to test it >w< -Fixed "Current Binding" text where it would say "Error2" instead of "AltSet" Other: -ViGEmBus Installer has been updated to it's final form (1.22.0) -Shoulder buttons now show as "L1" & "R1" and Triggers now show as "(L2)" & "(R2)" on button visualizer when using PS4 button layout -Shoulder buttons now show as "L1" & "R1" in bindings menu when using PS4 button layout -PlayStation face button graphics now show on bindings menu when using PS4 button layout instead of just spelling out the name of the button
1- Improved general feedback animations & sfx 2- Added a reset button to the pause & post game menu to facilitate faster turnover 3- Confirmed Juju's Input 6.1 working for gamepad support
- wp_spelunk (wip) fixes and tweaks including: * moved corridor crates more towards edge to improve pathing and sight lines * fixed no droid spawning at forward bases + no super droid spawns * improved placement / size / team priority for barricades * fixed small tube steps pathing issues + added floor to tube (to improve path visibility) * improved locations of and added more collectables * added blocker volume to centre scaffolding + added some barriers to point peak spots * fixed no team spawning when final base is being attacked - tightened impulser rifle spread - slightly tightened burster rifle spread - increased chat hide delay since last message from 5 to 8 seconds