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Weekly devlogs: Rogue Legend 2

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Can you see these colors? - November 7 Weekly Devlogs

Everything has gotten a color face-lift with a new palette.

Everything has gotten a color face-lift with a new palette.

Everything has gotten a color face-lift with a new palette.

One of the steps necessary to making everything feel like it belongs together instead of a random mish-mash is to use a matching color palette for all your art. That is, a selection of colors that you'll use instead of just choosing whatever colors you want like some kind of anarchist!!!

Anyway, hopefully these images look pleasing to your ocular inputs. The underwater camera that was teased last week has gone in which should be great news for all the thalassophobics out there. Also, further performance improvements! I'll keep working on those.

Patch Notes
* New color palette
* Added underwater camera
* Fixed villagers disappearing but their clothes remaining sometimes at certain distances
* Performance improvements

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A sense of pride and accomplishment - November 14 Weekly Devlogs

I'm working on a major overhaul to how terrain appears, followed by some big changes to town and big improvements to the character faces.

I'm working on a major overhaul to how terrain appears, followed by some big changes to town and big improvements to the character faces.

Except, they're not quite ready yet for this week's release. They were too big! Here's a very incomplete teaser where you probably can't even tell... but maybe!

The badge screen is back in with all its old-new glory. Initially it started out as the same as the RL1 version, then I tried adding rewards, then it turned into the research screen. Except I realized it's still nice to have a list of objectives so I remade it!

Patch Notes
* Added in new old badge screen. What's old is new again!
* Fixed deer getting stuck
* Fixed deer being literally frozen in the headlights
* Fixed characters not performing their actions sometimes in cutscenes
* Fixed villagers sometimes not wearing the correct clothing
* Fixed case where you couldn't use the pickup keybind

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One weird trick to give you a smoother butte - November 21 Weekly Devlogs

The first in big visual overhauls is here, with the whoooole world looking a bit smoother.

The first in big visual overhauls is here, with the whoooole world looking a bit smoother.

Slopes and elevation changes have been replaced with half blocks and half slopes where appropriate. Grass has also been tweaked a bit to be a bit more subtle.

Procedurally generating half blocks in a grid-based voxel world is a lot harder than it sounds. While it's pretty simple to know when the world's elevation is in between 1 or 2, knowing when and how to place the half slopes is a lot more complicated, especially when it's a slope connecting a half block to a full block. Since, technically, there's a block there, so I don't necessarily know ahead of time that it's at an edge of normal-to-half. All while still being as performant as possible, as world generation and terrain loading are by far the slowest part of the game. Also, everything needs to move down a bit when spawning on a half block (this wasn't as hard).

Anyway, there's some big improvements coming soon to faces and I'll be working on making nicer buildings.

Patch Notes
* Smoothed out world terrain even further with more gradual slopes which should look less like "rice paddy" tiers

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