Kassoon

Weekly devlogs: Rogue Legend 2

Get Rogue Legend 2

 

February 7 - A clean view

View distance

That's roughly 3x the previous view distance, and my FPS is at a solid 60 while viewing it. That was my week, how was yours? I optimized. It's kind of boring and tedious, most programmers hate it and don't want to do it, but I've always sort of enjoyed it. I turn up the view distance, let the game chug along at 0-2 fps for a while, then look at the colorful profiler:

Profiler

The game is to destroy all the color.

Profiler 2

Squash em all up like a pancake.

Profiler 3

Whip them peaks down too. A lot of it is looking through the profiler for spikes, which look like this:

Profiler Spike

Then rewrite it to make it faster and rewrite other parts to make it called less. Reload and see if that made it faster, if not try again (a lot of times it's even slower). If it's finally faster then continue to the next spike. Continue until all spikes are gone and fps is steady at the new view distance. Then, run around the world and fall through it or watch things disappear or catapult into the distance because optimizations cause MILLIONS OF BUGS.

It's ok though, the ones I miss my lovely alphas find <3. I wanna make a special shout-out to my active alphas that have been reporting bugs, my Mondays have unofficially become Bugdays where I fix a bunch that have been reported.

Continue Reading in the Dev Forums >>

<< Return to Devlogs

Jan 23 - UI Ghosts

This week was lots of different things. Continuing on from last week, the general UI and item interactions was next. Selecting a hoe, using on the ground to make ploughed earth, selecting and interacting with stuff in the world. A more polished and easy to use UI is a priority for me, as I want everything to react to player input and intuitively clue you in to what you can interact with. In the first game for instance, selecting the watering can would cause unwatered plants to highlight when you moused over them. In 3D this is a little more complex/different, so I take some different approaches.

I added a highlight shader that adds a little edge glow effect to stuff you can interact with, which you've probably seen in just about every game. Two things I didn't like from the first game was how placing things down was restricted to a grid, and you couldn't see how an item would look before it was placed. So now when you go to put something on the ground you get a "selection ghost" that can be smoothly placed anywhere, shows you how the item will look in the world, and turns green/red if you can/can't place it there. So you can align your crops in any shape or layout you desire.

Continue Reading in the Dev Forums >>

<< Return to Devlogs

January 23 - A less primitive earlygame

This week I was focused on the total earlygame overhaul, both changing how it plays and adding a tutorial to teach new players how to play. I added a new primitive tier full of low-tech items with a greater focus on scavenging and surviving. This will likely change again before release as the playstyles are expanded and story added, but for now the game should be much less daunting for beginners. The primitive tier includes things like cups made of leaves, a simpler compass made of suspending magnetized rock in water, and sculpting/firing clay. I've also tweaked the colors a bit, making the game a good deal more bright and vibrant:

New colors

The tutorial is a series of guided quests that gets you through the primitive tier and ends with a home base complete with factories, farm, and shop. There's a bunch of new stuff to craft too, and not just at the primitive tier. Here's a bunch of pictures. Note that these were taken before the color upgrade and if you think I'm going to redo these pictures so they look nicer, then what happens next may SHOCK you.

Survival bed:

Survival Bed

New containers:

Low tier containers

New furniture:

New furniture

Many tweaks have been added on top of that. There's a new character model you can choose during character creation, with more to come. A bunch of balance tweaks and new crafting functionality, some fixes to some long-standing issues and some caused by last week's performance tweaks, a number of appearance changes and some better feedback things. Overall the entire experience, particularly the first hour, should be steadily improving with this and upcoming updates.

Continue Reading in the Dev Forums >>

<< Return to Devlogs

< Previous Entries << First Entry | Latest Entry >> Newer Entries >
 

Check out Rogue Legend 2 or Patreon for automatic rewards!

This website exists thanks to the contribution of patrons on Patreon. If you find these tools helpful, please consider supporting this site. Even just disabling your adblocker will help (it's only text and plain image ads I promise). Becoming a patron will upgrade your account to premium, giving you no ads and more features.

Shout outs: Stacey, Marinos Papadimitriu, Carlo Puche, Paperlegs, Timber Den, PartySheep, Matt Yates, Elisa Martinez, Ryan Flagg, JMartins, Jade Arrowood, Sean Kane, Angelo Anderson, yoland katamari, Dave Walker, Rhonda Seiter, Alexa Hobusch, Jonathan Lekse, JollyGamer, Jayden wingler, Yi Tan, Burlyfighter, Gillian Tolbert, David R Abbott, Rick Marsh, Brittany DeNicholas, Phillip Hash, Amanda Kettles, John Trent Dumproff, Lou Bliss, Pythor Sen, Michael Isberg, Nat, Cory Evans, Thomas Wilhelm, Krueger82, BestWorseCaseScenario, Damian Steele, Irate The Pirate, Icarus Unleashed, Mark L, Conall Reilly, keith oneal rogers, Patrick Natale, Cam Largent, Thaddeus Johnson, Siren, Donavan Guay, AstroLass, Sam Davis, Lizzie, Michael Hamilton, Vedie V, Mylon Schroder, Nathan, Tiffany Mathis, Jordan Florez, Robert Rich, Rodney O'Dell, Robin Ellis-Foster, Deanna Pyle, Jess, Lars Yell, Zee Livezey, Kevin, Kerry Melton, Mary Kieser, SallySparrow132, Naomi B, J, Millergendraft, Federica Frezza, Nick Soucy, Melanie Warga, Jeremiah Walker, Bryan Sheairs, Bryan Kempka, 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, Dani, Bruce Willison, Gundar Wez, Nahellion, Ben Pytlik, Nicholas Hanke, bilbens baggo, Stuart, Brysen Packer, Maxwell Mayer, Gannon Dubay, Thobek, Aaron Teupe, Felix Schmäche, XMrMonkyx ., Miss Zilla M, Jordan Brazeal, Kyle Clark, Jake Lane, Adam Ruiz, Phillip P Torchia, Stefan Gottschalk's, Remora Jewel, jeremy baisch, Daniel Edwards, Zealot23, Shane Andrews, Brandon Mußiq, CJMAXP, KingHavok1217, Mx Charlie, Zachary Burgess-Hicks, Shazear, Steve Rosenlund, Leanna Orr, lufink, Ezzela1891, John Nazario, Gary, Gordon Alexander Fallon, Justin Stensgard, Jason Clark, Trey Vickory
Their contribution stands as a beacon of hope for all adventurers!

Become a patron
 
[-] Login▾

Make campaigns and save encounters / combats / dice rolls and more. One step!

Login

Username:
Password:
Forgot?

Register New Account

Username:
Password:
Recovery / Patron Email (Optional):

Gift Premium

Donate