Weekly devlogs: Rogue Legend 2
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January 10 - Very Moreish
There are fences and fence gates now to make securing your animals look more farm-y, plus I hear they make a decent portcullis in a pinch. This one took a while to get done for some reason, probably because all the 3D tilesets take a long time to get done and I generally like to have more stuff in the weekly updates than just "added a new block."
Speaking of things that were in RL1 that hadn't made their way into RL2 yet, the farm has a shipping box for more convenient selling of goods, there's a Recall for sale at the Blacksmith to quickly get yourself back home after a long trek, and you can either buy or craft a clock. There's also a fancy Grandfather Clock for sale at the furniture store. Both clocks even accurately tell the time when looking at them, too!
There's been some balance changes that you can see in the notes, a new hairstyle, and I got started on making doors lockable. For now that means the Blacksmith actually keeps hours and locks you out, but I'm going to be expanding on this functionality more. Probably next week, depending on how long it takes me to get through the bugs from my playtest.
Oh and as always there's been some performance improvements and bug fixes. The far/max view distance has also been increased as a result. I'll be continuing to improve both the performance and look of far away stuff.
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January 17 - It's a Date
The Calendar tab is now available in your journal, which shows you the season, current day, and any important events in the current month. Plan your dinner dates accordingly. You can also craft a Pocket Watch to be able to tell the current time while on the go, and the Ribbon is now available for selling your animals.
I continued work on the keys and locking functionality of doors. I could do the simple and easy way of needing to click on doors to lock/unlock/open without all this fiddly physics nonsense, but it's important to me that all the systems be really unobtrusive. Doors almost always annoy me in games, so I wanted it to never require you to actually click or interact with the doors, just push em open automatically as you go. The way keys work is if you're holding them on your bar or keyring, you'll automatically unlock the door as you push against it. Without the proper keys, it won't budge. What this all means in game right now is shops will close on certain times/days, just like RL1, but instead of an invisible box and animation, it uses proper physics instead. Crafting locks and keys will be the next (and final) step.
I've been doing weekly playtests to find bugs, issues, imbalances, and otherwise tune the game for playing. I'm pretty happy with the survival tier, but after that I think needs some quests and cutscenes to prompt you to actually go out and do all the other content like getting some animals. The more self-directed among you probably haven't noticed this. Anyway, lots of fixes and tweaks that you can peruse in the patch notes.
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January 24 - Bit of Tinkering
The Tinker Table returns, as a workbench where you can create useful tools. The watch/clock are crafted there (as well as a few other recipes that belonged there), and you can craft a new item: the lock and key. A lock, when used on a door or gate, will lock it and make it only openable by holding the corresponding key. So you can lock out enemies at night or keep animals in their pens.
I didn't like how farmers grew food but found it was more economical to buy food to eat instead, so I tripled crop yields but made them worth 1/3 as much so you'll find it much less painful to dip into your own supply.
There's a new Still and Tannery to craft, and I'll be talking about those more as I work on them. The Still will be for brewing all sorts of liquids, and the Tannery is for turning hides into leather, naturally.
Oh you can now also craft the Line/Fill/Hollow tool at the Tinker Table. These were freebuild-only tools previously that made it quick and easy to build big lines and walls or rooms, indispensable for those larger build projects.
The way dropping items works has changed. Now when you right click you'll hold the item in front of you and you'll be able to move and rotate it around in your view, which also makes it a nice way to get a closer look at stuff. Left clicking will then drop the item right where you're currently holding it, making it a heck of a lot easier to organize and rearrange your items on shelves and tables. You can also click and hold to wind up and throw it, in case that's something you want to do.
Bug Fixes and Quality of Life abounds. You no longer need to click twice when using the hoe on grass, buffs are a lot easier to see (while still being fairly unobtrusive), and run/dodge are now separate keys. After one report too many of accidentally rolling while trying to do something else I decided it should be separate. You can always bind them to the same key again if you really liked it. There's also pigtails now!
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