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   jamesprimate on October 17, 2016, 11:18:37 AM:

^ this is a good point that brings up something that we haven't really talked about much recently.

the initial concept of the game, which we still believe in to a certain extent, is that it would be something to inhabit rather than "win" per se. the size of the world, complexity of the ecosystem, even the backstory and secrets, are all geared to hopefully make the ingame experience feel unending, self-consistent and "believable", where theres layers behind layers and you always feel like you could take another turn and discover a whole new world. so hopefully that sense of exploration and discovery is rewarding whether a player sinks in 2 hrs or 20 hrs.

Ideally what we want is some imaginary midpoint between the intention / art of a hand-crafted experience and the scope of a procedurally generated world. ambitious for sure. foolhardy and likely a terribly inefficient use of development time. but for whatever reason, we were compelled to do it!





   JLJac on October 21, 2016, 08:00:43 PM:

Discussion about length of the game actually makes me wonder...

With permanent positive relationship modifier, is it possible that some earlier species will become non-factor in late game due to mechanical reasons, as aggressive instincts of the individual will be overridden by positive global "reputation" stockpiled throughout?

The game technically supports this for some species, but for some of them it's very difficult to actually make it happen as the default interactions are mostly negative, as in the case of lizards. It would be interesting to see if someone could become a lizard master though - it would definitely take a lot of dedication, but the potential to make it happen should be in there!





   jamesprimate on October 22, 2016, 08:02:08 PM:


Asking for a 3rd time : any videos from PAX West ? hungry for new RW content Smiley

Nope! We we're pretty under the radar for west. Trying to avoid showing stuff we'll be hyping soon, etc etc





   jamesprimate on October 25, 2016, 04:24:22 PM:

thanks new friends!

Will the humble bundle alpha be updated ever?
Also, will you be able to play as the lizard in the full game?

The game is finishing up development right now, so we are farrrr past the Alpha im afraid! Soon you be able to play the REAL game though  Hand Joystick

Nope, just little slugcat! We do get that question asked a surprising amount of times though, haha.

I also have a question/clarification to ask Smiley - how will the zone progress take place ?
Will you rest in one zone while the rain takes place, then wake up in the same shelter and suddenly be in another zone ? or... do the shelters travel ( like a lift ) ?  or do you simply traverse from one zone to another ?



Region progress is just like moving through any of the regular game rooms, except you pass through a gate that separates the regions. like so:
















gotta get clean





   jamesprimate on October 29, 2016, 02:02:10 AM:

we will be actually! with 20ish estimated hours of playtime, theres plenty we can show without spoiling. we've been holding back on the gifs and new content for like 6 months for just this purpose Hand Thumbs Up Right Hand Thumbs Up Right





   jamesprimate on October 30, 2016, 09:23:15 PM:

hi new friends!

...I was watching this youtube video the other day about a species of lizard that has three natural color variations. Each competes with the other for territory and mates in different ways. Blues team up to defend mates and territory, yellows sneak around and oranges use brute force and size.

I can't help, but wonder if you guys were inspired by this, or if you even knew it existed? Regardless, it's kinda cool that RainWorld either on purpose or accidentally simulated nature IRL!

(Here is a link to an article about them: http://www.smithsonianmag.com/science-nature/the-lizards-that-live-rock-paper-scissors-118219795/?no-ist )

This is a really good question, actually. Any inspiration from this or is it coincidence?

Either way it's super cool!

ohhhh this is a good question! Ill ask joar





   jamesprimate on October 31, 2016, 02:51:57 AM:

in the meantime, some halloween goofs:










   jamesprimate on November 09, 2016, 09:51:59 PM (Last Edit: November 10, 2016, 02:40:35 AM):

im utterly catatonic and trying hard not to sink into deep despair, but Joar has been working on graffiti for our silly little slug game:










working on recapturing some of that old rain world vibe while we wait for the translation / localization finishes up





   jamesprimate on November 10, 2016, 11:15:41 PM:

Yeah, it was a big part of the early alpha aesthetic of the game for Joar. Since its super time-consuming to do and purely cosmetic we had kind of abandoned hope of making it a part of the slick new Rain World, so didnt talk about it much other than attempts to squeeze some tests in occasionally when there was a second of down-time. But now we have a few weeks that we cant touch the code while the PS4 porting then testing finishes up and the games off being localized, so Joar has been able to dive into tagging up all my lovely austere surfaces  Cheesy

It's looking awesome though and really adds back an important flavor to the world. Im glad its worked out this way!





   jamesprimate on November 11, 2016, 03:54:48 PM:

All Joar's art! He finally gets to take a break from the programming slave pits and do the thing this he's wanted to do the whole time! Funny that this just randomly happened because of a delay, because looking at it now it feels pretty essential to the aesthetic.





   jamesprimate on November 17, 2016, 01:20:27 PM:

show off some new Del art sneak peeks:



https://twitter.com/miimows/status/799352004204261376





   jamesprimate on November 23, 2016, 11:44:10 PM:

oh verrrry sweet! is it 3d?





   jamesprimate on November 27, 2016, 11:22:13 AM:

thanks friend! seriously, its been quite a month. hope you all are holding up as well.

totally boring update: right now were finishing up the PS4 port and sheesh its tedious. the code is super old and undocumented, so the port team (who apparently have infinite patience) will change one thing to optimize this or that, and it'll accidentally break or change something else. so im basically just running new builds of the game constantly and checking every room and event over and over to make sure nothing new has broken. but other than taking a long time its going pretty well. they have been able to get some really impressive frame rates in spots that previously would grind, and we've been able to apply a good deal of their technical knowledge to the PC version as well, so its basically made everything better.

Joar just moved back to Sweden from Seoul, so I'd expect him to be checking in here more regularly. Del is rushing rushing rushing to get through a seemingly unending list of illustration work from us. we've gotten so much feedback thats basically "the illustrations are amazing, there should be more of them", so were trying to get as much in as possibly before this last deadline. With the holidays and post election depression its been a struggle though.

anyway, the grind continues! we'll be showing rain world at the playstation experience (PSX) in a week, and should have a shiny new RW trailer for that, as well as some other fun stuff. cheers friends, hope you are all well!  Toast Right





   jamesprimate on November 29, 2016, 09:47:05 AM:

Oh hey its Del's official Rain World PSX trading card featured w/ Persona 5 & Last Guardian, no big deal  My Word!






   jamesprimate on November 30, 2016, 12:01:48 PM:

thanks jprosk! means a lot.

no news on a pre-order yet! sony has a pretty tight pre-order policy that requires us to have passed through their extensive certification first, which were in the process of doing now (though it takes a little while, especially since we're doing it in multiple languages).

actually is the same with their policy for release dates too, which is why we havent been able to say anything for so long. but supposedly once we clear through those teeedious hurdles everything should lock in place pretty quickly.
























i hope  Screamy







   jamesprimate on December 03, 2016, 03:53:14 PM (Last Edit: December 03, 2016, 04:00:59 PM):

Thanks dudes! This isn't THE trailer, just something we whipped up last minute for PSX. But I've been wanting to redo the alpha since forever so this was a fun opportunity!  Hand Joystick





   jamesprimate on December 06, 2016, 08:56:23 AM:

Thanks for the kind works friends!

New Kickstarter update posted (it's been a while, whew):
https://www.kickstarter.com/projects/rain-world/project-rain-world/posts/1757198

Not too much that you rain world insiders wouldn't know, but if you haven't seen the Rain World PSX 2016 Limited Edition Foil Trading Card in real life, it's worth the click imho!





   jamesprimate on December 17, 2016, 01:51:40 PM:

Oh hey that's amazing to hear! Yeah we have co-op built in but it's going to come later as an update, as we need time to work out some specifics with the implementation. Same for the head-to-head multiplayer.

Finbonne: I'd love to ask you some questions, as we've had like zero player feedback on the co-op. You're managing to have fun even with the camera only tracking player 1? And how do you handle the room switches? Just wait for the other player to show up before moving on? Literally any info about what you like / don't like about it will be super helpful.

We could implement it super quickly as it currently  is, having it as a looser "sonic and tales" style co-op where the other player can drift off screen and then warp them in to nearby room exits if they get too far, or perhaps require both players to be in an exit to move rooms. We have also talked about attempting a proper dynamic split screen, when the screens split and recombine, allowing a more serious co-op play-style, but it creates a ton of other problems to solve and might wind up way too CPU intensive with all the shaders that would have to be duplicated onscreen. Plus it doesn't REALLY work with how the significant game events happen, so idk that might be out at this point. Either way it'll take some fiddling!






   jamesprimate on December 17, 2016, 09:22:11 PM:

thank you, thats good stuff!

and obviously please note that the 2nd player controls in the alpha are totally borked because we had no idea anyone would ever know about it being there, lol. Clearly having 2nd player gamepad support, a system for room movement and, you know, 'not slowing down time by randomly pressing the down key' would be essential elements to the finished product.





   jamesprimate on December 19, 2016, 08:51:39 AM:

Awesome! Yes definitely. We're going to start thinking about this stuff pretty soon, so very happy to hear all this   Hand Joystick