Weekly devlogs: Rogue Legend 2
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April 26 - Moon, Moon
Performance improvements continues! Save files are smaller, load and save times are down, memory usage is down, and performance is up. Alright, see you next week.
Oh wait! I made the moon brighter. That means it should be much easier to see at night without a torch. I also added an always visible FPS counter to the Options screen, and made it so changing the options will update your settings in realtime so you can see the impact it has on your FPS. The "save" button has been replaced by an "undo" so if you want to revert your changes make sure to hit that instead, otherwise your changes will save automatically when you close the window.
Finally, we've been working on improving the appearance of skin, and some of those changes have gone in.
This feels short for how much work it was, maybe I'll get into some of the nitty gritty. There are still a couple of rendering spikes and some bad script spikes that need to be ironed out, and if you're getting performance issues and want to report it, including your seed (hit tilde) or your save can make it easier to track down the issues. Reducing file sizes and save/load times was simple in concept but harder to implement: I don't save parts of the map that don't need to be saved. That is, the parts the player hasn't touched yet. Since I use seeded randoms to generate the world, if I use the same seed to generate the same part it should look the same every time. Thus if the player hasn't come in and changed things yet I can just re-generate it every time it's needed instead of storing it in the save file. This results in smaller file sizes which means it takes less time to load and less time to save.
There's a lot you can do to reduce memory (besides drinking), but it's usually complicated, time-consuming, and trades CPU time for RAM. An easy way is to compress your textures, so I did that. The biggest change (and also the most complicated) is to only load parts of the world into memory as needed, which I did a bunch of work towards. Reading terrain data needs to be super-fast, because it's done constantly. That means I need to store as much of it as possible in as simple of a data structure as possible. The more steps in between the longer each individual read takes and walking around becomes noticeably laggy as the world is loaded/unloaded constantly as you move around. I can shrink my data structure and load data into it quickly in the background, but since a good 50% of the game is placing and removing blocks then I have to do a lot of rewriting of the underlying code to get it all changed.
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May 2 - It's all fast now
I spent 3 weeks making this picture and it only really means anything to me. Is this what posting pictures of your kid feels like?
Performance is much better now. If you were having slowdowns, degrading performance, crashes, any of that sort of thing then try this build. They should be fixed! This should be the last performance-focused update for now, and I'll be going back on story and combat.
Distant terrain got a facelift, too. It's much less ugly and pixelated, just as promised a few months ago. You can't call it ADD if you eventually get done.
In case you missed the past two weeks of updates: there were lots of performance improvements, but also more moonlight at night, some skin improvements with more coming, and a bunch of new options.
That's all, see you next week!
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May 10 - Eating and You
Hey there, it's time for your weekly check-up. How are your triglycerides doing? Tell them I said hi.
There's a new alternate survival mode when starting a new game. It's per-save like permadeath, and it changes how food works. With it enabled you'll no longer gain hunger or thirst and thus won't need to eat or drink in order to stay alive. Your fatigue will also cap out at about 1/3 of your stamina, so you don't need to sleep in order to avoid passing out. Instead, eating food will cause you to gain the Satiated buff, which will gradually restore health over its duration. Enemies will also deal more damage, so you'll need to eat in order to heal during tough fights.
Now I know you're chomping at the bit to get started on that webcomic where an injured person eats a bunch of food to get better. Maybe with a tasteful title like "Videogame Logic" but hear me out a moment.
I know some players don't like having survival stats and managing their needs, so I wanted to add an option for them while still making it fun and balanced. Games like Skyrim use food to heal, but you can just pause the game and chow down on several tons of food to heal yourself back to full, which really means you have as much health as you do food which really screws around with the difficulty. I wanted healing to be a risk that fits into the flow of combat, so while food heals you, you'll still need to find a safe opening to eat, and then you'll need to stay safe long enough for the gradual healing to tick your health back up. Once the kitchen and proper cooking goes in you'll be able to cook food for buffs, which will be another consideration in fights and something you'll need to think about in both systems.
In order to celebrate this alternate survival system there's a new default outfit option. It's a loincloth! Now you can start completely from scratch in the wild, and hopefully fashion some better clothing before re-integrating into society. Or go full Tarzan, I'm not the boss of you.
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Shout outs: Stacey, Dragons With Jetpacks, Kingyo Senpai, John Driggers, Warren Clarida, Brian Rivers, Luke P, David Schraff, Rachel Anderson, Serafina Moon, Thomas Spence, Armand Desharnais, Trev909, Bob Goode, Josh Braden, Iofire, Caitlin W., Damon Carrington, Mario Pizzamiglio, Phil Mehl, Wesley Muncy, R., Vincent Drone, thea musing, Robert Skadsem, Matt Yates, Elisa Martinez, Ryan Flagg, Jade Arrowood, Angelo Anderson, Syn21, Dave Walker, Jonathan Lekse, JollyGamer, Tiernan Greenman, Burlyfighter, Brittany DeNicholas, Amanda Kettles, Lou Bliss, Sik Makoyi, Pythor Sen, Bryson Waits, Irate The Pirate, Mark L, Siren, AstroLass, Lizzie, Michael Hamilton, Vedie V, Mylon Schroder, Nathan, Robert Rich, Jess, Zee Livezey, Kevin, Kerry Melton, SallySparrow132, Millergendraft, Federica Frezza, Nick Soucy, Jeremiah Walker, Bryan Sheairs, chris wilson, Max Hops, Sarah Holland, Joshua David Maddox, Packratt, Liz Fontain, Ray Bissonnette, Joe Dalby, Matt Price, Nicholas Zamora, ShortyMcgibble, Mr. Vinclair, mtnman1979@aol.com, KFB_Patreon, eric sun, Christopher Allbritton, Gundar Wez, Nahellion, That Video Editor Nic, bilbens baggo, Stuart, Brysen Packer, Maxwell Mayer, XMrMonkyx ., Jordan Brazeal, Kyle Clark, Jake Lane, Phillip P Torchia, Stefan Gottschalk's, Remora Jewel, Dalton Elliott, Connor, jeremy baisch, Daniel Edwards, Zealot23, Shane Andrews, Brandon Mußiq, CJMAXP, Lisa Tucker, KingHavok1217, Mx Charlie, Justin Snyder, Zachary Burgess-Hicks, Steve Rosenlund, Ezzela1891, John Nazario, Gordon Alexander Fallon, zachary gee
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