Kassoon

Weekly devlogs: Rogue Legend 2

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Jan 16 - Inventory and UI

This week I had a head cold, so I worked on UI cause it doesn't require a lot of math. A bunch of UI elements are now in, as well as the inventory system.

The original game actually didn't plan to have an inventory with backpacks and such. It was just going to be your action bar with chests to swap things out. The advent of crafting (another late unplanned addition) made space more of a concern, so I ended up with backpacks which were effectively portable chests. The whole thing was sort of hacked in and done quickly, since it was more important to prototype to see if I liked it. I didn't want to bother with things like drag and drop on something done quickly.

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January 16 - Foliage, Forums, Patreon

Played with some foliage shaders, have a gif:

[GIF] Foliage in Motion

Two behind the scenes things: I've gotten requests for monthly contributions rather than a flat sum, so I've set up a patreon here: https://www.patreon.com/roguelegend how it works is every month your patreon amount will be added to your account amount, and your tier will be automatically upgraded as it passes each tier threshold. So if you pledge just $1 a month you'll eventually unlock alpha access and beyond. Additionally, active patreons get access to the dev forums regardless of tier. For the other thing, I've finally got my own forums set up so we're getting off reddit and into a more friendly and personal community on my site. You can access them here: http://kassoon.com/forums/ if you want access to the private forums, I've changed your backer panel to allow you to input your forums username. All the reddit stuff has been wiped clean, so be sure to fill that out if you want extra access. You don't need to do that to access the other forums, though.

I'm going to be working more on it, but it's nice to see the grass and leaves moving. There's enough content and enough new players being confused by it that it's finally time to implement some sort of tutorial. I'm planning on having a proper intro, but for now teaching new players on how to get setup with the controls, building, farming, clean water, crafting, and setting up a shop seems necessary. This was also in RL1, and then was changed into the intro. I learned a lot from that with some players getting lost/confused or not receiving enough instruction that I think a more hybrid approach will work. Players seemed to most like the little puzzle in the escape tunnel and had the most trouble with the free-roaming town. Regardless, I have a plan and am going to do a lot more playtesting this time around to make sure it's something everyone likes.

After the tutorial, a town will likely go in sooner than later, even if it's a static one like the first. I think it's important to get the hub and personalities in before moving on to the fancier procedural content. The characters in the first were a bit... wooden, but a lot of that had to do with not having time. My plan this time around is for everyone to have their own schedule and little storylines that you can participate in.

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July 12 - Seeing For Miles

https://www.youtube.com/watch?v=mv5U8CXRRWA

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