Kassoon

Weekly devlogs - Rogue Legend 2

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May 17 - Enemy Camps

This week was pretty much all about enemy camps and preparing the world for expansion. Greks have set up settlements along the beaches, and they very much don't want you to come visit. So much so they've set up lookout towers to protect their homes, and outfitted themselves with bows to shoot at you. If one of the lookouts spots you he'll alert the camp and start shooting at you. His aim is pretty good. He's been practicing during his downtime and he has a lot of downtime.

Enemy Camps

Since lookouts are always... looking out they can see a lot farther but have a narrower field of view, so they're easier to sneak up on from different angles. The Grek lookouts also work in shifts all day, so don't expect to be able to sneak up on a defenseless camp when they're all asleep. The others still sleep though, they're plenty defenseless.

Additionally there have been some graphical changes. There's a new indicator for stealth and detection, as well as continuing improvements to the look of skin.

New Skin

The rest has been getting the world ready for expansion. Once complete, the world will be roughly 310 times larger, or an expansion of 31,000% if you like seeing the same number but bigger (I do). This requires completely reworking the way the engine stores and loads terrain, which is basically all the engine does, so it takes a liiiiittle bit of doing. I had planned for this eventuality though so it shouldn't take too long.

"So why not just infinite terrain?" I may add something like this if you decide to venture beyond the normal bounds, but I don't like infinite for the "core world" for several reasons. Number one being, there are no guarantees, and lesser quality/detail of the world. Having a defined space lets me ensure certain things like "there will always be X number of towns," "there will always be a capital city," "there will always be X number of dungeons," "you will always start in a town and have access to a vendor," "there will always be these certain biomes." With totally random and infinite generation none of those things are guarantees, and you may end up in a world where all the fun stuff is really far away. Declaring boundaries lets me tell the engine to MAKE SURE those things are always available within a certain radius, and be able to have actual setpieces and storylines that I know everyone will get to enjoy, rather than nothing but rolling hills forever.

Continue Reading in the Dev Forums >>

 

May 10 - Eating and You

https://www.youtube.com/watch?v=4X-kjSslhD8

Hey there, it's time for your weekly check-up. How are your triglycerides doing? Tell them I said hi.

There's a new alternate survival mode when starting a new game. It's per-save like permadeath, and it changes how food works. With it enabled you'll no longer gain hunger or thirst and thus won't need to eat or drink in order to stay alive. Your fatigue will also cap out at about 1/3 of your stamina, so you don't need to sleep in order to avoid passing out. Instead, eating food will cause you to gain the Satiated buff, which will gradually restore health over its duration. Enemies will also deal more damage, so you'll need to eat in order to heal during tough fights.

Now I know you're chomping at the bit to get started on that webcomic where an injured person eats a bunch of food to get better. Maybe with a tasteful title like "Videogame Logic" but hear me out a moment.

I know some players don't like having survival stats and managing their needs, so I wanted to add an option for them while still making it fun and balanced. Games like Skyrim use food to heal, but you can just pause the game and chow down on several tons of food to heal yourself back to full, which really means you have as much health as you do food which really screws around with the difficulty. I wanted healing to be a risk that fits into the flow of combat, so while food heals you, you'll still need to find a safe opening to eat, and then you'll need to stay safe long enough for the gradual healing to tick your health back up. Once the kitchen and proper cooking goes in you'll be able to cook food for buffs, which will be another consideration in fights and something you'll need to think about in both systems.

In order to celebrate this alternate survival system there's a new default outfit option. It's a loincloth! Now you can start completely from scratch in the wild, and hopefully fashion some better clothing before re-integrating into society. Or go full Tarzan, I'm not the boss of you.

Continue Reading in the Dev Forums >>

 

May 2 - It's all fast now

https://www.youtube.com/watch?v=Wkq6c_6FqYk


I spent 3 weeks making this picture and it only really means anything to me. Is this what posting pictures of your kid feels like?

Performance is much better now. If you were having slowdowns, degrading performance, crashes, any of that sort of thing then try this build. They should be fixed! This should be the last performance-focused update for now, and I'll be going back on story and combat.

Distant terrain got a facelift, too. It's much less ugly and pixelated, just as promised a few months ago. You can't call it ADD if you eventually get done.

In case you missed the past two weeks of updates: there were lots of performance improvements, but also more moonlight at night, some skin improvements with more coming, and a bunch of new options.

That's all, see you next week!

Continue Reading in the Dev Forums >>

 

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