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Weekly devlogs: Rogue Legend 2

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October 18 - Portal to Halloween

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October 25 - Netcode

Oh, hello there. I didn't see you query the server for this page.

Multiplayer Matchmaking was the focus of this week. Finding a game and then putting you in it, with a real-live-not-made-of-wood person. Around the world you may see a number of portals popping up around campfires, you can even place one yourself if you've got the Astral Pin. Clicking one of these portals will allow you to summon another person to your world, and using the Astral Pin will allow you to be summoned to another's world. Nifty.

Online Matchmaking Portal

As with all things multiplayer, there's a lot of work involved and things to change and fix. I had gotten a pretty good start on it last time I worked on it, and now it's a matter of fixing the things that broke when new changes were made, and fixing the things I never got around to. Allowing online multiplayer requires that you rejigger every single thing in the game that you want to have work between a server and a client. In a sandbox game where everything can be changed, that means rejiggering everything. "Rejiggering" involves adding client/server communication and functionality, as well as gracefully handling things like when packets are sent but don't arrive, or there's a lag spike, or a connection disconnects for no reason. Much like your printer, sometimes it just decides not to work and there's no clear-cut solution beyond turning it off and then on again.

Did you try turning it off and then on again

The last stab at multiplayer was using some pretty experimental engine features for client/server communication, and ultimately I decided they weren't in a usable state yet so I decided the best course of action was to wait until they were less experimental. Now they're better, though documentation is still pretty bad. Anyway, all this is to warn you that I've made some comprehensive changes to the way things work under the hood. I've done my best to ensure that nothing has perceptively changed, but... some things may have perceptively changed. Some for the better! I changed how lighting works for one, and I think the seasonal and time of day lighting on the world looks much better. Also there should be some FPS/performance improvements across the board.

For those of you playing at home with family/friends/pets, you can now connect to each other over the local network easier. If you bring up the multiplayer menu at the title, the list of servers will be automatically populated with any found on your home network.

Oh yeah and tools now use the winded mechanic like running. So you can hammer away forever, but will eventually become winded.

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November 1 - Multi Furnishings

Hey, here's some things! There's a Furniture Store now in new towns which sells upscale unique furnitures to decorate your home with. Unlike other shops, this one updates its inventory every real-world day, so what's available today will change tomorrow and so on until the heat death of the universe. Additionally the shop only ever offers one of each item available, so once you buy it they'll be sold out and unavailable to anyone until the next day. There's a collection already available to purchase, with a lot more coming in future updates.

Furniture Store

There were lots more multiplayer fixes and updates, so if you were experiencing weirdness and oddities when trying to play with others there should be less of those. Of particular note was torches across clients and ranges, which can make finding each other a lot easier if you get separated. The distant light on top of the mountain is another player holding a torch:

Distant lights in multiplayer

For the local drop-in-drop-out or when using the Astral Realm, whenever you get other players showing up in your single player world the chat will now also automatically turn on/off depending on how many players are present. No more shouting across the house for you! At least, for matters concerning RL2 multiplayer. Anyway, there's a full list of the specific multiplayer fixes and changes in the patch notes so I won't rattle them off here.

As a final convenience feature, whenever you log in at the title screen it'll now tell you when a new version is available.

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