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Weekly devlogs: Rogue Legend 2

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September 26 - Over 4000 words!

At a glance Most of the patch notes

  • Tools and such are properly synched on the client
  • Fixed being unable to craft a carpentry bench on freebuild
  • Inventories and inventory positions are properly saved on server
  • Fixed some multiplayer issues with crafting
  • Better support for interacting with objects in multiplayer
  • Fixed error with creatures
  • Fixed server error with factories
  • Fixed visual error with world in multiplayer when removing blocks and reconnecting
  • Fixed issue where other players could be invisible to you
  • Fixed issue where chat could stop working
  • Maybe fixed issue where crafting window closes itself unexpectedly
  • Fixed issue with client initial spawn location in multiplayer
  • Fixed issue where server thinks you're falling out of the world
  • Fixed some random issues with picking up items, particularly for servers
  • Damage from needs ticking should be a little more obvious
  • Started on changes for how servers handle new/dropped items on the ground. For now only stuff like bush seeds and tree sticks and similar use the new system, thus fixing any of their sync issues.
  • Bed and Cash Register only usable by the server for now
  • Made some fixes to client/server sync for interaction with objects
  • Changed how trees are saved/loaded to fix some multiplayer issues. Old saves should be converted automatically.
  • Fixed occasional error with blocks
  • Clients now know when other clients interact with stuff and what item they're using. So if someone uses wood on a campfire it'll light up on your screen as well.
  • Most placeable objects now use the new placement system, fixing sync issues related to that
  • Sticks and similar no longer hover in the air briefly when you shake a tree (as it was yesterday)
  • Tool and other gear stats should now propagate properly across all clients. So another player using their hammer on your fireplace should work as expected and incite an argument.
  • Prevented a couple of interactions by other players triggering UI stuff on your screen. Probably not all of them though.
  • Fixed an error with save and quit
  • You can now drop stuff properly in multiplayer
  • Improved movement for distant clients. Eventually they'll be hidden, but it makes it easier to find each other at least.
  • Fixed various errors for dedicated servers
  • Active item properly synced across all clients
  • Fixed placed items returning to your inventory on reconnect
  • Fixed an error during worldgen from yesterday's version
  • Added support for durability and breaking in multiplayer.
  • Added support for special-function crafting in multiplayer. This has fixed errors with crafting certain tools.
  • Fixed issue with placing stuff on non-dedicated servers
  • Fixed sync issue with active item when reconnecting

You may not have noticed, but there were actually 4 updates this week. I was doing daily builds and may continue to do so as multiplayer is worked on. Both because it makes it easier to spot issues, and since I've been playing on the freebuild server with people every night it seems sensible to have us all on the latest version as I fix and implement stuff.

Anyway, I've talked already about all the syncing and stuff that goes into multiplayer, and you can see in the more detailed patch notes exactly how much there is to do and how involved it is, so let's talk instead about some of the stuff in the works.

I'm working on a new dungeony tileset:

Dungeon Tileset

That's neat.

Oh, who's this happy fellow?

Happy Fellow

Bet he has a cool story.

New UI is coming along and mostly waiting to be implemented

New UI

Hey that looks way nicer and more convenient.

Look at those sassy faces!

Face Editor

Why, you'd need a whole face and expression editor to handle all of those! I wonder who will implement that?

Continue Reading in the Dev Forums >>

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September 19 - Dedication

At a glance

  • Added dedicated server
  • Added chat
  • Added freebuild mode, where you can craft without materials
  • Added Public Freebuild Server until matchmaking is done. It won't always be up, but it's a server you can play on without needing an IP.
  • Tons of server functionality, interactions, etc. This took a ton of time and involved a variety of things but I can't think of a way to describe it besides "server functionality."
  • New sunset
  • New way of handling interactables that's a bit more multiplayer-friendly
  • Made chunk loading on multiplayer clients a bit faster
  • Fixed issue with server validation
  • Fixed issue with combat
  • Fixed a bunch of the reported bugs

The trek through functioning multiplayer continues! Special thanks to you guys for your patience during this, multiplayer is always the most janky, time-consuming, and complicated part. A lot of games take months, so we're making pretty good time.

Chat

Part of the difficulty for RL2 at least is the amount of interactions and getting them to sync across the server. You can shake trees, throw items around, set up shops, etc. In a lot of games of this type, those items are static, ie just another block. Thus all you need to sync is whether or not it exists. To shake a tree for instance I need to make sure all the trees are synced properly, tell all the clients who shook what tree, spawn a stick on all clients, have its position update properly if it rolls down a hill, and so on, and this needs to be done for everything.

Sunset

That's what I spent a lot of the week on, getting interactions syncing across clients, handling crafting and updating the inventory on both the client and server, having inventories and the actions you take save on the server, and so on. I also rewrote how interactions are handled with objects to make it a bit more multiplayer-friendly. This means all objects need to be recalculated, so old saves wouldn't work anymore. HOWEVER, to stay true to my word I wrote a save converter to update all objects in the world to the new system. That'll run the first time you load up an old save. There may be some glitches and oddness, and I might so a couple hotfixes this week as stuff is found. That said, we have a decently functional multiplayer now, albeit a glitchy one.

Some multiplayer staples were added as well: dedicated servers, chat, and a freebuild mode. In freebuild you can craft anything so it's mainly just for building. I've added a Public Freebuild Server to the server list that you can connect to and fool around on. It won't always be available (it's using one of my computers), but it's a place to gather without needing to coordinate and trade IP addresses.

Continue Reading in the Dev Forums >>

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July 4 - Go With The Flow

I had some hardware issues that have been mostly resolved, and I'm mostly caught up now.

This week was all about liquid flows. I had tried it before using actual discrete fluid dynamics, which is fancytalk for saying that all liquid would flow realistically and ponds could empty/flow into new pools and such, but the whole thing was too processor intensive to have running for everything. While I may go back to that in a limited fashion and exclude stuff like the ocean, for now lakes and the ocean don't empty themselves if you happen to build an irrigation canal. All that said, liquids will now flow if they have open air next to them, which is useful for farms and general ambiance.

Elevation and water flows

Less useful and more terrifying if you happen to cause a lava flow

Lava flow destruction

I also did some big changes to how elevation and mountains work, which should make for both smoother elevation changes overall as well as more mountainous mountains.

Also left click can now just be held to perform actions, which is similar to RL1 and what I should have just done to begin with since there's plenty of other buttons for moving the camera.

Continue Reading in the Dev Forums >>

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