Weekly devlogs: Rogue Legend 2
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Feb 21 - RAMP IT
This week I worked on combat, and maneuvers, and equipment, and...
I worked on ramps.
Listen, ramps are important and very complex guys foreal. So this week I'm going to include some screenshots as I talk about how coding ramps can take so long. And probably from here on in general, even if they're highly technical rather than pretty until ARTS is further along.
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January 10 - Visual and Framerate Improvements
Hope you all had a good Winter holiday. I took a small vacation, which is why there was no devlog last week. The game hit the gym as part of its new year resolution and has a lot of improvements. The biggest one probably is the fps improvements, I've gotten 3-4 times better speeds in all areas. Meaning if you were getting 20 fps before, you should now be getting 60-80 fps. There's a new look for wood planks:
It's also finally time to focus on character appearances and options, since towns will be full of PEOPLE. There's a bunch of new customization options and body types trickling in. The default models have also gotten a new look:
Expect further improvements as we go along.
There's also a number of smaller visual tweaks and changes as I work on the overall look of the world. The shadowmaps have been improved and you should notice better quality at all distances. I've been working on the Level of Detail system as well in preparation for a much increased view distance
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Feb 7 - Damn Nature, you pretty
The focus of this week was getting more of a world set up. I had to make some tweaks to the 3D autotiling system to make things easier for the art, which is now being worked on. Stacey has started work on the tileset and world decoration/beautification, so I spent a good chunk of time working on the tools to let her do that. Blender and Unity have really... awkward import interactions. If you ever find yourself needing to import blender models into Unity, make sure you create an empty in blender and child your model to that to act as your origin, because Unity will throw it out. I basically wrote an import utility to sidestep the whole thing and rebuild the meshes so I don't have to rely on the two programs playing properly, cause they often don't!
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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
Their contribution stands as a beacon of hope for all adventurers!