Weekly devlogs: Rogue Legend 2
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July 25 - B (Alpha 16)
At a glance
- Added beeeeeeeeees and everything involved with that (honey, hives, raising, etc)
- Added candles
- Saving is now threaded - will no longer pause while saving
- Added login to title (more on this)
- Trees will drop their sticks when hit with an axe
- Fixed duplication glitch with certain items in certain factories
- Added icons for metal blocks
- Lots of fixes and tweaks
Unity added a whole new networking system with better permissions and security. Since my original plan (upon discovering those vulnerabilities) was to roll my own in a really hacky clumsy way, I figured this would be a good time to implement multiplayer. After two days I discovered nope! It's not. The new networking system is still very buggy and the release itself has a number of issues. I had to rollback my build and work on something else. SO I DID.
Since homes are becoming more of a thing that you actually spend some time in, it was high time for some form of lighting. I'd always planned on mechanical lighting once machines were in, but a lower tier solution seemed also necessary. So, candles.
Candles require wax, and how do you get wax? With BEEEEES
I don't really like "perfect" solutions to things, especially when it comes to the lower tiers. They're kind of boring, you forget about them, and then you eventually come to resent them and think it should just be automatic. Your tools break, your food decays, your plants need attention and die on the season change. When systems are static you still continue to look for solutions and can become frustrated. When you're constantly shifting priorities and taking care of business it's more engaging. Entropy and upgrading are the two ways designers keep things rolling, and I've become more of a fan of entropy as a game mechanic as of late.
I had a "fast" solution in mind for harvesting from your bees, but I wanted something in the game to feel close to complete, so I spent some extra time making up a UI for inspecting your hive. Getting honey from your bees is a bit of a resource balancing game. You can take honeycombs out whenever you want (and if they have enough), but if you take too much your bees won't be able to feed themselves. Especially during fall and winter when flowers stop pollinating. I didn't put in proper swarming and bug catching, since that's its whole own thing.
The bees actually use a proper simulation to find flowers and collect pollen. If you watch them closely you'll be able to see bees travel back and forth between flowers and the hive. Here's a big timelapse webm gif:
http://i.imgur.com/YtdvX2P.webm
Read the full thing in the Dev Forums >>
Jun 20 - Building Character (Alpha 10)
I started the week off with a TOTAL REWRITE of the map loading code cause I was tired of chasing down bugs with it every week. It should work much better now. The way I code I like to get something in there and working first quickly, and then rewrite later if necessary, as the time it saves overall is worth it.
Character customization options are in! When you play you should get a customization screen appear that will let you personalize your avatar a bit. I'll be adding more options in later, at which point the menu should show up again. The female model is currently being worked on, so that should be available soon!
Jun 13 - Fantastic Savings!!! (Alpha 09)
The money, let me show you it. Currency, buying/selling, haggling, and market value is in. This has changed quite a bit from the first game and I think is a more interesting system overall. Instead of a big "sell box" that you dump everything into, you can now set up your own shops (much like the npcs in the first game) and sell your items to others. Based on how nice your shop and presentation is, people will show up to peruse your goods. Everyone has their own tastes, budgets, and ideas on how much stuff should cost. In addition, the market fluctuates every day so the value of stuff changes. If you're the haggling sort, you can also try to broker a deal on the spot to ensure your items get sold. Just don't drive too hard a bargain, or you'll lose the sale.
Your shop and items in it also have an attractiveness rating, that determines how likely people are to show up. Selling items out in the dirt is not going to garner as much interest as items laid out on tables in a nice clean shop with an enticing storefront. I'll be expanding and fine-tuning this system in the future, but it's working pretty well for now. There's a small amount of feedback on how attractive an item is to shoppers, so you should be able to tell when your improvements are working. I'm being deliberately vague about how the rating works, cause I want to see how you guys respond to it in practice.
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Shout outs: Stacey, Phil Mehl, Wesley Muncy, elijah D. maben, R., bruschkin, Vincent Drone, thea musing, Brian Nunziato, Matt Yates, Elisa Martinez, Ryan Flagg, Jade Arrowood, Angelo Anderson, Dave Walker, Rhonda Seiter, Alexa Hobusch, Jonathan Lekse, Katie White, JollyGamer, Tiernan Greenman, Burlyfighter, Gillian Tolbert, David R Abbott, ツ Htz_Michelle, Rick Marsh, Brittany DeNicholas, Phillip Hash, Amanda Kettles, John Trent Dumproff, Lou Bliss, Pythor Sen, Desedent, Michael Isberg, Nat, Thomas Wilhelm, Krueger82, Irate The Pirate, Mark L, Conall Reilly, Cam Largent, Siren, AstroLass, Lizzie, Michael Hamilton, Vedie V, Mylon Schroder, Nathan, Jordan Florez, Robert Rich, Rodney O'Dell, Robin Ellis-Foster, Jess, Lars Yell, Zee Livezey, Kevin, Kerry Melton, Mary Kieser, SallySparrow132, Naomi B, J, Millergendraft, Federica Frezza, Nick Soucy, Ellen Mitchell, Melanie Warga, Jeremiah Walker, Bryan Sheairs, Bryan Kempka, chris wilson, Max Hops, Sarah Holland, Joshua David Maddox, Jennifer Smith, Liz Fontain, Ray Bissonnette, Joe Dalby, Joline Tran, Nicholas Zamora, ShortyMcgibble, Mr. Vinclair, mtnman1979@aol.com, KFB_Patreon, eric sun, Kayleigh Sulin, Dani, Gundar Wez, Nahellion, Nicholas Hanke, bilbens baggo, Stuart, Brysen Packer, Maxwell Mayer, Gannon Dubay, Thobek, Aaron Teupe, Mage1X, XMrMonkyx ., Miss Zilla M, Jordan Brazeal, Kyle Clark, Jake Lane, Adam Ruiz, Phillip P Torchia, Stefan Gottschalk's, Remora Jewel, Alex Harford (VA7OMM), jeremy baisch, Daniel Edwards, Zealot23, Shane Andrews, Brandon Mußiq, CJMAXP, Dylan Rintoul, Lisa Tucker, KingHavok1217, Mx Charlie, Justin Snyder, Zachary Burgess-Hicks, Shazear, Steve Rosenlund, Ezzela1891, John Nazario, Gordon Alexander Fallon, Justin Stensgard, Jason Clark, Trey Vickory
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