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Weekly devlogs: Rogue Legend 2

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November 29 - Flash!

Some quality of life changes to the character customization screen. You can now toggle your sex easily at the top in case you change your mind, and there are two new "randomize" buttons. On the right will give you a distributed random so you'll get a fairly average looking character within a curve, and on the left is true random where anything goes.

Character Customization

Lots of tweaks and changes to combat, including a multiplayer change I'll go into shortly. There's a bunch of new hit effects and sounds, for a more visceral and satisfying feel which I'll be adding to. Stamina regeneration has been doubled so there's less downtime between attacks. While I liked the drain on stamina that forced you to back off and play defensively, I felt in 1v1 situations (especially in PvP) there was too much of a break between clashes. Too short and there's no strategy, too long and you're just sorta lookin at each other.

Flashy Hit

Also some movement and animation changes, both to how characters rotate and how they can move while attacking. You can no longer sidestep during a swing, but you can lunge forward to quickly close the distance. Also movement has been restricted to the actual lunge/swing of the attack to make your movement more of a consideration. Allowing unfettered movement while attacking gives combat a very floaty and loose feel, but I also don't want you to feel rooted in place. Hopefully these changes will make it feel a bit more tactical. I'll be continuing to make some more changes as I play with the PvP some more.

Sizing Up Each Other

Camera movement has been smoothed out so it should be less herky-jerky, and there have been a couple changes in general to the camera. Selecting a weapon to use will now lock you to free camera movement while in third person (so it's the same as when in first person). This really helps fine-tune your control in combat. If you use a drill in third person you'll switch to first as normal, but now when you deselect you'll go back to third again, making it easier to swap quickly. I also adjusted the first/third camera a bit, particularly so the torch isn't in your face so much in first, though I'll probably need to do more there.

The multiplayer change. I implemented "favor the shooter" for PvP in multiplayer. I've talked at length before about interpolation and prediction in multiplayer, but to sum up: If you have 3 players on a server, all 3 will be in completely different positions on each of their screens. Not only will Client A have a different position on their own screen, on the server's screen, and on Client B's screen, but also everyone else will be in completely different positions on every screen relative to each other at all times. This is caused by lag: Client A moves -> Tells Server -> Server receives packet and updates position of Client A -> Tells Client B -> Client B receives packet and updates position of Client A. Each of those -> arrows represents a random amount of time passing based on how your internet and everyone elses internet is feeling that day.

Interpolation Between Server and Clients

What all that means is when you swing your sword on your screen it might look like it hits them on your screen, but on the server's screen it looks like a miss because they moved and you haven't received that information yet. Some games decide to go with that, since it's the most "accurate" based on the server's current information, but it doesn't feel great for the attacker. With "favor the shooter" if you hit someone on your PC, and everything is "legal" (just with slightly outdated information), then the hit registers regardless. It's slightly less accurate because maybe on the defender's screen they're backing up but get hit anyway, but it's a trade-off you have to decide on. I may decide to add "favor the dodger" as the trump card that beats that, since a clutch dodge should likely have highest priority. We'll see.

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December 6 - Bloomin Bloomers

There's a bunch of new flowers types found in the world now, from carnations, to roses, to sunflowers, and more. The Garden Shop will sell all these flowers as well, and will no longer stock out of season seeds. Bees still cause flowers to pollinate and spread, but now your flowers will only pollinate within the same species, and the frequency of pollination (as well as the value of the flower) is different for each type of flower. So if you surround a hive with daisies and roses don't be surprised when the daisies take over. Well, you can be surprised... that's allowed. You probably won't be now that you've read this, though.

New Flowers and Bee Behavior

There's some character customization changes as well with more coming. There's two new clothes to choose from, and you can choose your shirt and pants separately. I'm currently in the process of some major additions and overhauls to the customization screen, but they weren't quite ready yet for this release.

Shirts and Pants

Beyond that, it's a lot of bug fixes and quality of life things. Some tooltip changes to make item interaction easier at a glance, grass no longer grows under tilled dirt, some more sounds and new models for items, and a difficulty slider on the new game screen (you can still change difficulty any time in the options). Oh I also fixed that thing where you'd place something and then immediately start interacting with it, which could cause you to pick your containers back up after placing them. That was annoying, it's gone now! Also Villagers are better at defending themselves? Perhaps they should hire someone to do that full-time...

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December 13 - Seeing New Faces

New Customization Options

Wahey, more customization options, as part of the ongoing effort to have you spend all your time modifying your appearance rather than playing. You can move your eyebrows every which-a-way, resize and rotate all over, move the mouth around, change your eyes out for better ones and separate them way away so you can see to either side better. You can also change your head shape around like a week old newborn without an upset mother asking what you're doing.

Detection and Stealth

Speaking of a visit to the police, you can now hit ctrl to crouch and sneak about. NPCs will attempt to detect you while sneaking, and if spotted you'll have a detection meter that increases based on your difficulty. Max it out and you've been spotted and gain no benefit from sneaking. While out of line of sight your detection meters will go back down again. What benefit is there to sneaking? Well hostile enemies won't attack you, and if you attack someone while sneaking you'll do a sneak attack and deal bonus damage. On top of that, I've also added bonus damage for attacking someone while behind them. These two effects stack, so if you sneak up behind someone you can do a boatload of extra damage. Sneaking may also be necessary for future actions you don't want to be seen doing.

Hair Fuzz

There's also been some performance improvements for lower graphical settings and some changes and improvements to how players look. Oh, also you've got hair fuzz now.

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