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Weekly devlogs: Rogue Legend 2

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Most Recent - Mar 21 - I added chests, and then you won't BELIEVE what happened next! Click here 10 times and you'll be kissed by your one true dog

Hope you had a safe and sober St Patrick's Day, filled with proper hydration and inoffensive card games. Or, whatever. Things may have gotten a little out of hand with the title there.

Chests I did yesterday, but I'll talk about them first before my website cuts me off. Moving stuff between inventories and using stuff in other inventories was a bit of a hassle in the first game, which I again blame on being rushed and hacked in last minute. Since I have a nice universal inventory system this time around, chests operate like your other stuff and are much easier and nicer to use; there's more about that in the previous inventory devlog. Anyhoo the two big changes are that you can now craft out of a chest you have open, and chests don't need to be empty to be destroyed. Instead they just explode and eject their contents everywhere. When I first implemented it I set the explosive force a bit too high and had items go flying across the map everywhere. It's since been normalized.

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March 6 - Bit o polish

Did a polish pass this week. You know, balancing numbers, adding some nice small touches, tightening the graphics on level 2, that sort of thing. Got tired of the placeholder trees and plants, so I added some variety to the trees. Now there are some birch trees, fir trees, that sort of thing. Biomes will see a much greater variety, but it's a bit nicer to look at now isn't it:

Tree Variety

A lot of crops have gotten new appearances as well, so your farms should be a bit more lively. There's other things too, like butterflies in the spring, fireflies in the summer. The grass and dirt texture have gotten some improvements. Plants will sway when you run through them, and I've added a new effect for when you water them. Oh, and a fireplace:

Fireplace

Chimney

Got to have chimneys in town after all. It's a more refined version of the campfire you can craft when you've got a more respectable homestead. I also added a trash slot to your backpack, so you can permanently throw away things you no longer want instead of tossing them into a big pit and waiting for them to decay. While that was perhaps more realistic, I don't think building your own landfills was something anyone had requested. If you want to do it that way you still can, but you won't, because an easier option exists now and you can't help yourself.

Finally a lot of work was done on villagers and personalities, though none of it is ready yet. I had to get a waypoint system set up for the various jobs they'll do and places they'll visit during the day and also a lot (a lot) of writing. A lot of games tend to have really uninteresting characters that prattle off the same thing over and over again like a robot, or only have anything interesting during specific cutscenes. My goal is to have it so you actually want to talk to the villagers, and get to know them over time and have a relationship form via these interactions, rather than someone you dump gifts onto until they marry you. Granted, it takes a lot more writing, so I've been doing that in the evenings. Hopefully we'll come out the other end with interesting people.

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March 27 - Collect some eggs

Happy Easter! I added Easter eggs to celebrate. They'll show up Spring 8 in-game or March 25-27 irl. Since this update is coming juuust after Easter, I've extended their duration to the 30th. So get em, get the eggs!

Easter Eggs

The other major additions this week were the journal/collection, and a bunch of combat changes. When you pause you'll get a (n ugly placeholder) journal with the Collection page open. Items you collect are added to it and organized by category. You can check their info at any time including value and craft recipe. Additionally, as you collect items some that you haven't found will have their name revealed to help you find them.

Combat Dodge

Combat has been the hardest thing to get "just right" but I think I'm on the right track now. We've still got the RPG style abilities and elemental combat, but I've been making tweaks to make it much more fast paced and exciting. Basically, your initiative/charging no longer charges up, you get access to your abilities immediately and attacks will execute as you press them. Positioning and dodging has become much more important as well, attacks will miss if they're out of range or if your target circles around behind you. You can still do "just in time" dodging by dodging with good timing even if the attack would normally hit, but the grace period has been slightly increased. Not so much to be easy, but enough that perhaps people that aren't me can do it with some consitency. You can also "quick dodge" out of actions, so if you're in the middle of a swing and you dodge you'll cancel the attack and go into a dodge immediately. Stuns also play a greater role now, you'll still be stunned briefly when hit or when your guard is broken, but this will also cancel any in-progress actions (including attacking) so you'll need to take greater care when choosing your chance to strike. Finally, you'll no longer rotate during the last half of your swing, making it easier for an opponent to circle around you for a strike if your swing misses.

Combat Strike

How combat abilities are handled has also changed. Now you have a little + next to your actionbar that when clicked will toggle to your combat actionbar. You can place your abilities here and they'll be available to you in combat. Abilities will no longer be able to go in your backpack or normal actionbar, and instead will be stored in your ability list, which you can swap on your combat actionbar. So there's no longer a need to rearrange your actionbar for combat, though you may still want to keep a spear and shield equipped.

Other more misc changes include burning logs at a kiln to make charcoal, a much more effective fuel source. Memory usage has been reduced quite a bit, and there's a new look for the distant mountains that's a bit better than the old one. Also pathfinding has been improved for slopes, so your character shouldn't be quite as hesitant to go up them. Oh! The moon no longer has a bite out of it.

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