Weekly devlogs: Rogue Legend 2

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July 11 Say Cheese - Weekly Devlogs

You can now research and build a Cheese Press, add milk to age it into cheese.

Cheese Press

I did a lot of research on fermentation for both the keg and cheese press, and here's a fun fact: yeast is made with yeast, so most yeast that you buy has been using the same yeast culture for hundreds of years. It was actually difficult to find a recipe for yeast that didn't already require having some yeast. Basically, you can use a sourdough starter, so that's why the Keg recipe requires flour and water. Rennet is used for cheese and works similarly, except you use pine needles, which is represented here with plant fibres. Anyway, if you ever find yourself scratching your head at the craft recipes it might be a bug, or it might be because the real-world technique is also weird.

Wheat Plant

Wheat seeds can now be found at the Garden Shop, they grow in any season but winter and can be milled into flour.

Fermented Drinks

The Keg has had a bunch of new recipes added. Ever heard of Kumis, Mezcal? There's all sorts of popular and less-popular fermented drinks to be made.

Work on combat continues. In addition to seeing where your target has positioned their sword and shield, there's also a UI indicator so you can watch whichever one you find comfortable. Covering your opponent's attack angle with the same will block their attack, making combat more of a game of trying to find an opening in their defense.

Patch Notes
* Added Cheese Press. Can age milk into cheese.
* Added Wheat Seeds to Garden Shop
* Wheat can be made into Flour at a Mill
* Added a bunch more Keg recipes
* Millstone now requires fuel because the alternative was to make crafting on it take a longer time which seemed more annoying
* Kegs, Tanning Racks, and similar all sparkle when done
* You will only start climbing while jumping/falling
* Fixed a display error with inventory on load
* Improved dodge control
* Added overlay to lock-on that shows target's weapon and shield position (in addition to animation)
* Attacks will be blocked based on your weapon/shield position relative to theirs

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July 4 Kegger - Weekly Devlogs

There's a new addition for your farm: the Keg!


You can place all sorts of crops into the keg and age them to make fermented drinks. There's different wines, sake, honey meads, try stuff out but don't overdo it!


The control overhauls are mostly done at this point. Camera, character movement, even inventory management has gotten significant changes and should be overall smoother and feel better to use. It'll also make any future tweaks (if necessary) much easier to do.

The only remaining movement system I'd like to improve is climbing and I've made some good progress on it but not enough to make it into this week's update. A side benefit of all these overhauls is they're also much faster (especially the inventory) so performance should be improved.

Patch Notes
* Added Keg. Add various crops to create fermented drinks.
* Camera movement overhaul, should be smoother and easier to control
* Overhauled and polished inventory display
* Optimized performance
* Fixed some errors
* Tweaked player model

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June 20 Control - Weekly Devlogs

Let's start at the beginning.

Combat remains the one major system that's incomplete before beta and major content pushes. I've been experimenting and thinking and I've come to the conclusion that the controls need a bit of an overhaul. Specifically, being able to maintain control while performing actions and having a fine-level of control over your movement and actions is ultimately the most important aspect of making the controls feel responsive and control feeling "good."

The first step was to remove the old system of freezing you in place while performing actions and replace it with one where you can still move around. Doing this required overhauling the entire animation system. Instead of just playing an animation on the character and locking out controls, I allow control to continue and separate up the animation system into animating specific body parts instead. Many animations also need to change, but since I'm a poor indie with neither the time nor money to have fancy custom animations for everything I've had to instead work on procedural animations where I create specific keyframes and then use a blendtree and curves to animate the inbetweens. It honestly works pretty well and looks quite nice. You can see an example of some of the new procedural animations by locking onto an enemy, you'll find that your camera controls are locked out and instead the right analog stick will move your right arm around. Try it with a sword selected to see the full range of motion.

It's a bit of a peek at the new combat system, which I'll talk about more when there's more to show, but I've recently taken up medieval weapon sparring (with cheap shoddy imitations, mind you) and it's changed my viewpoint drastically on combat systems in games. These new control changes with fluid movement while attacking is a direct result.

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