Kassoon

Weekly devlogs: Rogue Legend 2

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Jan 9 - Terrain and Backers

This week was a lot of backer stuff. Getting all the backers sorted out and recorded properly, dealing with any issues, stuff like that. A bunch of people had trouble with getting kickstarter to accept their payment, so I had to make my OWN kickstarter at http://kassoon.com/rogue-legend-2/ with more payment options. I had to do a lot of research for payment gateways, because if you don't live in the US a lot of options are unavailable to you. Fortunately it's mostly sorted now, though I'm still waiting on a couple of payment options to get back to me.

Despite all that I did get some game coding done. I've gotten the terrain mesh loading/unloading based on visibility, and a player to move about. Modeling is going well and I'll have more to show with that for the first developer update.

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Jan 30 - Crafting a Dialog

Yay, interactions! This week was a lot of those. Crafting is in with a much better interface. It functions much like your other inventories and feels really fast and fluid. You just move things from the crafting window to an inventory slot and the resources are consumed. You can even craft stuff onto the ground in case your inventory is full. Tooltips went in as well and are much nicer and a bit more informative, everything has a brief description on its use. In the Craft/Merchant UI you also get a separate tooltip for costs so it's a little easier to read.

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January 30 - Under the surface

Two of the notes on my list were "world gen takes too long for how long char creation takes" and "view distance is off-putting." World gen has gone from 2-3 minutes to 5 seconds, and view distance... in order to increase view distance I need to improve performance and more specifically reduce rendered tris in order to pack more on screen. One of the biggest culprits was the old cave code, which would create pockets of air all over the place, making it difficult to know which sections of the world to cull, so let's fix those. I had always planned to roll caves as part of a new biome system, and in order to increase view distance I'll also need to change the save file format to support the new planned method of loading terrain (and decrease load times, another thing on my list), so let's add biome support. What are my basic biomes going to be before I add proper biomes? Let's go with the default grasslands, caves, and water since that needs to be fixed as well and I said I'd do that as part of the fixes to worldgen (and the scarcity and general jankiness of water was also on my list). Hey, that water looks pretty, let's get it into this week's build along with the new caves. Water creates rather... abrupt boundaries with my current worldgen code (which will also need an overhaul when it comes time to formally add biomes), so let's take some of my cave gen code and adapt it to create beaches too. WHOOPS, the week is over. That's how "improve new player experience" turned into "generating caves and water." Here's the basic (still placeholder) but fixed water and beaches that made me want to include it:

World generation pond

Here's a gif of it in action:

[GIF] Water In Motion

Caves also got overhauled to be a bit less splotchy randomness and a bit more directional and interesting to explore. They'll get changed again when it comes time to do dungeons, but for now they're a bit more interesting to explore.

Cave Entrance

The inclusion of new water and new caves have also made some fun combos, like this underwater cave:

Underwater Cavern

Complete with walls of water

Underwater Cavern Walls

Underwater Cavern Walls 2

Both the new caves and the new water will only be available in newly generated worlds, but you're not forced to. However generating a new world takes about 5 seconds now, so it has that going for it, which is nice.

World generation beaches

The female model got some improvements, so I went ahead and included that, along with an assortment of mouths!! When you start a new game or load an old one you'll be presented with new options for mouths. In the future you'll also be able to customize your eyes and eyebrows, and then eventually create custom facial expressions

Character creation mouths

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