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Sunday Rivals Update Improves Visuals & Presentation - Full Crowds, Working Scoreboards & Much More

sunday-rivals-12

Sunday Rivals

Sunday Rivals Update Improves Visuals & Presentation - Full Crowds, Working Scoreboards & Much More

The updates for Sunday Rivals continue to flow in, after the all-new Headhunter game mode was added last month. If you haven’t been following along, here’s a brief description of the mode.

Lead your favorite team through a 4 game, single-elimination tournament while racking up points using a fantasy football-style scoring system. As you battle increasingly challenging opponents towards victory, your stats are tracked and saved, along with 8 additional scoring bonuses tuned for maximum performance! After the game, check to see if the fruits of your hard fought victory are good enough to be enshrined in the record books and celebrated for years to come.

With that said, developer 26k has recently released a new update, which adds full 3D crowds, endzone text for all of your favorite teams, player spotlight celebrations, more passing buttons and much more.

Check out the patch notes for the latest update below.

Presentation

  • Added full stadium crowd
  • Updated sideline art and player positions
  • Endzones show either the city or name of the home team (whichever is shorter)
  • Added a new player celebration sequence with custom cameras, animations, and player stats
  • All players on the field react to the celebrations
  • Updated ball art
  • Added in-stadium scoreboards
  • Improved lighting, material response, and post processing effects

HeadHunter

  • Whichever team has a higher OVR rank is the home team now
  • Gameplay
  • Player 1 can play as the away team in an exhibition game
  • Passes tipped by the defense are harder for receivers to catch
  • Decreased aiming error for AI kickers

UI

  • Pass previews show player names
  • Added option to switch between xbox, ps4, and keyboard on screen buttons
  • Stats screens list player uniform numbers
  • Added an information feed to the title screen

Stats

  • Punt yardage is tracked correctly now
  • Punts resulting in TD’s are tracked correctly now
  • Punts landing inside the 20 are tracked correctly now
  • Less conflicting stat reporting

Bug Fixes

  • Fixed an issue where scoring a touchdown on 4th down and then failing the 2pt conversion gave the scoring team the ball back on the ensuing kickoff
  • Fixed an issue where the wrong animation was being played during a block after an interception
  • Fixed an issue where any player who touched the ball during a kickoff/punt received credit for a kick return

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Just in case you missed it, we posted our Q&A with the Ryan Kamins, the creator behind Sunday Rivals here, it’s a fun read, so make sure to check it out.

Could we see a multi-season franchise mode later down the road?

Kamins: I hope so. I know that’s an incredibly desirable feature for a lot of players out there. I worry about saying yes when I’m not really sure what it would entail and whether or not I could build the type of experience people want. When I think about franchise mode, it feels like a separate simulation game built on top of an existing football game, so I imagine there’s a fair amount of work involved in making that both a reality and a compelling experience people actually want to invest time into. I’m not interested in building something for the sake of a bullet point — I don’t think that’s fair to players. When Early Access is complete, I’m going to spend some time planning where the game is going post-v1.0 and franchise will definitely be part of that discussion.

 

 

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  1. 26k
    Hey yall, wanted to put together a thread to start sharing all of the updates that have gone into Sunday Rivals since release in August. The game is currently available on Steam Early Access: https://store.steampowered.com/app/1297790/Sunday_Rivals/
    Today I put up the 5th update to the game, v.12.0, focused entirely on improving visuals and presentation. I've added a full crowd, new lighting and atmosphere, and started renovating the overall look of the stadium with endzone text, working scoreboards, and improved bench and sidelines.



    I've also started building out a fun player celebration system, leaning in a bit to some of my retro inspirations for making this game:

    In the previous update, I added a new game mode unique to Sunday Rivals called HeadHunter, which allows the player to compete in a 4 game tournament that utilizes a fantasy football type scoring system and tracks stats and records across the games. So far, players have been really digging this new mode, putting up some incredible scores!
    Going forward, I'm planning to focus back again improving gameplay and increasing the overall AI competition level through a mixture of difficulty settings and customizable gameplay sliders. More to come on that front!
    Thanks for reading, let me know if you have any questions about the game!

    I hit you up on twitter - looking for apple or ps/xbox support in the future so I can play! It really looks awesome, so good on you - are you doing this alone? it's very impressive.
    SR has the best gameplay of the indie football titles out there and it gets significantly better with each monthly update. Full customization and season mode are still coming!
    allBthere
    I hit you up on twitter - looking for apple or ps/xbox support in the future so I can play! It really looks awesome, so good on you - are you doing this alone? it's very impressive.

    Thanks, yup working on this by my lonesome!
    I'm focused on the Steam release right now, when Early Access is complete I'll start evaluating other platforms since there's definitely a demand for it so far. I have no idea when that will be, so if you're interested now Steam is the best (and cheapest) place to grab a hold of it!
    Excited about this one, but it needs a career/franchise mode (even if basic, something for multiple seasons) before I can get too excited.
    GlennN
    Excited about this one, but it needs a career/franchise mode (even if basic, something for multiple seasons) before I can get too excited.

    Tecmo super bowl only had a season and it is still widely played today.
    26k
    Thanks, yup working on this by my lonesome!
    I'm focused on the Steam release right now, when Early Access is complete I'll start evaluating other platforms since there's definitely a demand for it so far. I have no idea when that will be, so if you're interested now Steam is the best (and cheapest) place to grab a hold of it!

    cool, I look forward to it - I only have a mac's in this house so I'll have to wait. Are you a game developer or started this as a side project?
    I'm making a game in dreams on ps4 but some aspect are so much harder than others I'm finding - what platform do you use to create in - is it unreal?
    Elway7
    Tecmo super bowl only had a season and it is still widely played today.

    This is true!
    FWIW, there will definitely be a season mode with customizable teams, rosters, records, etc. I totally understand the desire for franchise, but to do it right it's basically like building another game on top of an existing football game. Right now I'm just focused on making that first football game as good as it can be :)
    allBthere
    cool, I look forward to it - I only have a mac's in this house so I'll have to wait. Are you a game developer or started this as a side project?
    I'm making a game in dreams on ps4 but some aspect are so much harder than others I'm finding - what platform do you use to create in - is it unreal?

    Both actually. Full time gamedev and then for fun, um, more game dev...
    Rivals is made in Unity! And ya, there's definitely a learning curve to any engine/tool before you get to the point where you're able to make the thing you're thinking about without feeling like you're mainly fighting the tools. I always recommend that people start super simple, don't try and make your dream game the first time round and be accepting of failure, early and often. You'd be surprised how much more you'll learn making a knockoff Pong that people can actually play and give you feedback on. That's really not too far off from my approach to releasing this game as early as I did!
    Kayotick
    Appreciate the updates. One thing that really needs to get fixed is user extra point kicks. They never go in even if you hit max power.

    The mechanic is setup so maxing out the bar (bar turns red) is actually 'over-powering' the kick, which cuts the power significantly. You want to hit just under the 'max' line to get actual maximum power (bar stays white). Is that what you're experiencing?
    Sorry if that's confusing, I'm sure there's more work to be done on communicating that system better!
    26k
    The mechanic is setup so maxing out the bar (bar turns red) is actually 'over-powering' the kick, which cuts the power significantly. You want to hit just under the 'max' line to get actual maximum power (bar stays white). Is that what you're experiencing?
    Sorry if that's confusing, I'm sure there's more work to be done on communicating that system better!
    Will check it out once I fire up the game again and let you know
    Sent from my SM-T813 using Tapatalk
    26k
    This is true!
    FWIW, there will definitely be a season mode with customizable teams, rosters, records, etc. I totally understand the desire for franchise, but to do it right it's basically like building another game on top of an existing football game. Right now I'm just focused on making that first football game as good as it can be :)

    Even as simple as schedule making ability would suffice for a franchise experience, IMO, until the appropriate time to implement such a feature.
    Too many people nowadays focus on tattoos, shoe colors, etc etc etc. It's about having great/fun/smooth gameplay and fundamentally sound X's and O's.
    You're stadium atmosphere is already ahead of anything Madden has done, ever. Basic and clean.
    Looking forward for more updates.

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