Cotton Hammer

@cottonhammer.com

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. #IndieDev #IndieFPS #FPS

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You'll be able to disable sprint within match options in RINGFALL. If players enjoy this style of play, we'll be sure to offer support in whatever ways make sense. It's your game, not ours. (I'll still kick your ass.) Our goal is to create a game for you to call home. #FPS #IndieFPS #IndieDev

A quick confirmation that we'll be using team colors for RINGFALL! The colors themselves will change a little bit, but you can safely expect us to deliver the classic Red vs Blue FPS experience. Well, plus the other colors in multi-team... More on that later! #FPS #IndieFPS #IndieDev

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We have new details on finding matches in RINGFALL! Match Tagging is how we'll find compelling matches for you, allowing you to find players of a similar mindset and temperament to your own. We are prioritizing preference above all else. More details in replies! #IndieDev #IndieFPS #FPS

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More HUD progress! Our goal is to give players plenty of ways to convey information to their team without overloading them. We have more to show on this soon! We are currently designing RINGFALL to be played without a radar or a minimap. Please let us know what you think! #gamedev #indiedev

More physics progress! Falling off of a ledge... feels like it should. While Unreal Engine 5 has been fantastic for our development, we're being thorough in making sure our game doesn't feel like stock UE5. Details matter. Physics matter. #GameDev #IndieDev

Movement in RINGFALL leans heavily on physics and map knowledge. Carefully timing a jump when landing on an incline will allow you shift your momentum forward, opening up faster traversal options and new routes. You can also influence the direction in which you'll bounce! #indiedev #gamdev