Weekly devlogs: Rogue Legend 2

Get Rogue Legend 2


February 14 Server Browser - Weekly Devlogs

There's a new server browser!

If you click on multiplayer you'll get access to the server browser, which in addition to showing local network games can now show online games as well by clicking the Refresh button. To add your game to the list, click on Create Game in the bottom right. You'll then have the option to name your server, set max players, and choose whether or not to have it publicly listed on the server browser. If you do, your game will be shown on the server browser and anyone will be able to join.

There's also been a lot of memory improvements. Overall the RAM usage should be less than half of what it was, and those of you with limited RAM should experience fewer crashes.

Continue Reading in the Dev Forums >>

<< Return to Devlogs

January 30 Accessibility - Weekly Devlogs

Work continues on controls and playability as well as some larger long-term features that aren't ready for primetime yet like storyline and metrics.

The "hand slots" on the actionbar are now gone, you equip items to use by selecting them, and will be bare-handed without anything selected. It added pointless complexity where the only benefits were handedness (which is now gone, but may return later as something you toggle in options) and torches/shields, which have now been moved to the equipment window. I consider a reduction in complexity where the only loss is cosmetic (that can be implemented an easier way) to be a pretty good trade-off.

The tutorial has also been revamped, going into greater detail about the controls and how you interact with the game's various systems. Inventory management should be easier, especially with the tooltip now being more prominent. It should also be easier to research things and find recipes to craft. The Shipping Box is also no longer a farmer-only perk, so no more running into town to unload your junk.

Controls-wise there's a lot more options. You can actually rebind mouse actions like clicking or camera panning to anything you like. Additionally, mouse clicks can be bound to any action, so if you really LOVE crafting you can bind your craft window on left click! Really though, these changes should make the game more accessible to those with disabilities or requirements for alternative control schemes.

All that should help make the game smoother and easier to play for everyone. If there's anything about RL2 that you find difficult or confusing, let me know! I'll likely fix it. You can contact me on the forums or at kassoon@kassoon.com

Continue Reading in the Dev Forums >>

<< Return to Devlogs

January 24 Working on controls - Weekly Devlogs

Big changes to the control and feel of the game.

Quite a few people have downloaded the demo, and while most haven't given feedback, enough have to make me realize the controls don't feel great and the tutorial needs to go into more detail, so I've been working on those.

I've worked on "controls" before and I know that it takes a long time to get it feeling just right, so this might be a couple weeks. I also know it works best for me if I do it all with a gamepad, so I've been working on fleshing out all the gamepad controls. I've managed to get everything but menu navigation working with the gamepad and feeling pretty good. I've adjusted acceleration, air control, and the feel of movement in general.

I think there are too many buttons and forms of compound interactions, so I've been trying to simplify everything down to just a couple buttons. Again, a gamepad helps with this since there's limited buttons. So now, most everything can be done with the attack button, and there's only one attack button rather than 2. I haven't found all the corner cases yet, but the basic idea is you swing whatever you have in your hand slot (or have selected) and it affects the world in some way. For instance you can now swing your hammer around to break blocks, or swing a hoe to till, or swing seeds to plant. This is easiest to see if you're playing with a gamepad, and I'll be changing keyboard and mouse afterward to simplify them as well.

I've also been working on feel. I've realized some things certainly don't feel great when controlling the character so I've been making some big tweaks. Some things you'll probably notice: It no longer costs stamina to jump, you can place and remove blocks anywhere, even in town. Trying to break blocks in town takes much longer though. You can now break blocks and knock down trees with anything, using the right tool is still faster though. The default controls have also been changed, but it won't reset yours if they've already been set up.

Continue Reading in the Dev Forums >>

<< Return to Devlogs

< Previous Entries << First Entry  

Check out Rogue Legend 2 or Patreon for automatic rewards!

This website exists thanks to the contribution of patrons on Patreon. If you find these tools helpful, please consider supporting this site. You'll get a game too!


Follow on Twitter Support on Patreon
Make campaigns and save encounters / combats / dice rolls and more. One step!



Recovery Email (Optional):