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Weekly devlogs: Rogue Legend 2

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December 25/27 - Merry Christmas!

Technically the update was on the 25th, but I'll write about it now since I did actually do more than snowball fights. If you didn't see that update and are instead reading this first, Merry Christmas! I added snowball fights!

Snowball fight

Get some snow, make a snowball, and let fly. They're a bit of harmless fun, though NPCs won't really see the fun in it. I may change that later so they'll join in instead of knock your head around.

I also added a "thin" plaster house tileset and made numerous changes and fixes to the 3d autotiling system, both combined make it so you can make a house like this:

Plaster house

I'll be showcasing some more styles and buildings you can expect to see in towns in the future, so stay tuned for that. Besides tilesets there's a lot of behind the scenes stuff that isn't really ready to show yet. I'll try to sneak some gameplay stuff in between, but you can expect at least a bunch of new tilesets and stuff to build with going in pretty consistently for the near future.

Continue Reading in the Dev Forums >>

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December 13 - Buildings!

Many many new tilesets are in the works now, and will be trickling out for general buildery fun as I work on the systems for worldgen that will use them. Towns are an important aspect of how the world will be generated and how you'll play, so let's talk about those.

Every world is randomly generated and will be different for everyone, but certain features and aspects will always be present to ensure you don't get locked out of any content arbitrarily. Towns are one of them, and every world will come with a number of villages, towns, and a city or two. They'll act as a central hub for each of the playstyles: merchants will want to set up shops in dense population, farmers will be able to offload their produce and buy supplies, adventurers will get new quests and learn about nearby dungeons, and explorers can look into rumors and get their items fixed or appraised.

Plaster House

Just like in RL1, towns will be protected from the maniacal among you that see them as nothing more than a cheap supply of blocks. As has been the theme with the sequel, that system will also be expanded and refined into a new ownership system. Towns and dungeons are owned by their inhabitants and can't be vandalized by non-owners, but this system isn't restricted to just those. Players will also be able to buy property, both within towns or in the wild to start their own communities, which could be particularly useful in multiplayer. It comes in three forms, based on the type of server you want to run: The default will be to allow the purchase of property to protect your homes/creations from vandalism by other players. True pvp servers can disable it completely, requiring you to protect your homes and valuables in other ways. You'll also have the option to require players to own property to build anything, and restrict how permission is granted, which could be useful for large-scale construction projects that have a specific set of builders but still want to allow other people to come and look around.

All that said, the core 4 playstyles aren't the ONLY ones I've been thinking about when it comes to towns and ownership, and there may be ways in single player to revoke ownership for... certain kinds of individuals.

The wattle and plaster house tilesets have gotten some visual upgrades, as seen above and here:

Wattle House

They'll probably get another couple improvements before I call them done.

Continue Reading in the Dev Forums >>

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August 8 - We can make it better, stronger, faster (Alpha 18)

At a glance

  • New tree model that's not a janky placeholder
  • Various optimizations. World loading is about 10x faster, resting fps is about 2x faster.
  • Trees now have physics, so they fall over properly
  • Added some new suits. When you start the game you should be able to customize your appearance again
  • Added more 3D grass
  • New rock models
  • Craft components you don't have are highlighted in red
  • And more in the full devlog

I'd gotten enough requests for optimizations to work on them, which is always fine with me. Optimizing takes easily as long as several features, so you've gotta choose one or the other when deciding what to work on. Usually it's difficult to feel good about an update that just says "the game runs faster" but when that's what everyone wants, it's what you can deliver! I actually like optimizing, it's a very zen way to spend your day. I run deep profiles on the code to see which parts are executing slowly - which at this point is about a 30 minute compile. When I see a function that's curiously long in its execution time I check it out, say "what was I thinking" and then rewrite it to be faster.

My optimizations were mostly focused on chunk loading, since that causes the most noticeable lag. There are still further optimizations that can be made, but it's made a big impact. I was able to run around without any sudden spikes. With the new trees it felt a bit like exploring a forest. There's a lot more I can do to beautify the world, which I'll be working on bit by bit.

Forest Stroll

Read the full thing in the Dev Forums >>

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