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   jamesprimate on May 04, 2017, 05:43:08 AM:

dropping in some of the early work on the new multiplayer levels...
















   JLJac on May 04, 2017, 10:48:24 AM:

Aaaand there!



@theod, yeah, might be a little bit too bright? Part of the puzzle is that they need to looks distinctive enough in multiplayer as well...





   jamesprimate on May 05, 2017, 07:44:35 AM (Last Edit: May 05, 2017, 08:28:57 AM):

Haven't you any news from Sony about the PS4 patch ?

Short answer: its probably still about a week away


Long answer: Bah! This has been an incredibly frustrating process and im so disappointed that it has taken this long, sorry. We shipped patch code for the PS4 version literally 2 days after the game launched, and basically its been back and forth between us, ASG, the people doing the PS4 port, and sony for the past month.

There was a "finished" patch version that got through the process a week ago which was intended to go out, but somehow aspects of the sleep screen UI got messed up (Huh?), stuff thats only apparent later in the game, and its just luck that I happened to triple check before it went out.

So now thats being addressed. Hope is that it can be out early next week, but there has been so many bugaboos with this PS4 patch that i dont want to make any official announcements until its done, tested, and in my hands.

Doubly frustrating because it takes time away from us working on the new content! Every time a new version of the patch comes in, its like 3 days solid of me and the ASG QA team running it for bugs.

Anyway! Pardon the vent, but thats whats up with that.





   JLJac on May 08, 2017, 11:34:37 AM:

Update 535

Just steam-rolling through the list of little things for this next update. It's gonna be pretty substantial, apart from new game modes there's actually a bit of content sneaking in as well, but I don't know how much I want to give away!

Several little weird uninteresting problems show up as a side effect of splitting the game into two modes that you can switch between ~ for example I had the Threat Music from single player unexpectedly show up in multiplayer, etc etc etc.

In the game I actually call it "arena mode" right now rather than multiplayer, because it's possible to play by yourself as well and just brawl against critters. Don't know for sure where the name is going to end up, but I think "Arena" might be good - I would call it "Sandbox" but that's gonna be the name of a specific Arena mode, so it gets a little complicated!


(lame multiplayer footage of me running around alone - but yeah, you get the idea, slugcats and everything else thrashing around like mad in a little room. And yeah, I think that centipede killed a vulture  Shocked)

Also, what might be very good news from a technical standpoint! Previously I had loaded all the sounds of the game on startup (a clunky setup, but we had to do it that way so James could feed it external sound files) and that soaked up a loooot of RAM. So I decided to try to load the sounds through Unity instead ~ and that actually worked. So now the game is lazy-loading the sounds, and RAM is doing much better. But the REAL good news is that this enabled me to call the elusive Resources.UnloadUnusedAssets(); method, which just drops everything in RAM that's not being used. I couldn't do that before because Unity didn't recognize all of my hack-loaded sounds and ditched them, but now after a few tweaks it worked out, and *that* truly worked wonders for the RAM issue, it seems. So, all fingers crossed, the RAM crash demon might finally be purged, and people won't any longer get crashes every time something slightly graphics intensive loads. Touch wood, fingers crossed, but seems to actually be a big step in the right direction!

In difficulty mode news, things are coming along. Red is pretty much done, and is extremely hardcore. I went ahead and made Red not save maps on death just like old Rain World 1.0, because some people mentioned missing that feature.

The main thing about Red is eating meat:



Animation is perhaps not quite there yet, but you get the idea. Don't want it too gory, but would rather just suggest the concept through the movement of the characters. Might take a little tuning!

Yellow is coming along and is generally easier in a bunch of ways, some of which are specifically targeting karma-related frustration. Some people want to see the game but just can't deal with the punishment, and Yellow is supposed to go in that direction without necessarily scrapping huge game mechanics. So just a little easier to steadily progress and see new pretty backgrounds, without being beaten into the ground too brutally for a random slip. It's still going to be rain world of course, with lizards hunting you and stuff like that, but just a little bit more approachable.

So all in all, good progress!





   jamesprimate on May 09, 2017, 07:27:08 AM:

bumping all of this for the new page. joar has been a CODE MACHINE these past weeks, and im really excited for yall to see the new content.  Hand Clap Hand Clap Hand Clap



Update 535

Just steam-rolling through the list of little things for this next update. It's gonna be pretty substantial, apart from new game modes there's actually a bit of content sneaking in as well, but I don't know how much I want to give away!

Several little weird uninteresting problems show up as a side effect of splitting the game into two modes that you can switch between ~ for example I had the Threat Music from single player unexpectedly show up in multiplayer, etc etc etc.

In the game I actually call it "arena mode" right now rather than multiplayer, because it's possible to play by yourself as well and just brawl against critters. Don't know for sure where the name is going to end up, but I think "Arena" might be good - I would call it "Sandbox" but that's gonna be the name of a specific Arena mode, so it gets a little complicated!


(lame multiplayer footage of me running around alone - but yeah, you get the idea, slugcats and everything else thrashing around like mad in a little room. And yeah, I think that centipede killed a vulture  Shocked)

Also, what might be very good news from a technical standpoint! Previously I had loaded all the sounds of the game on startup (a clunky setup, but we had to do it that way so James could feed it external sound files) and that soaked up a loooot of RAM. So I decided to try to load the sounds through Unity instead ~ and that actually worked. So now the game is lazy-loading the sounds, and RAM is doing much better. But the REAL good news is that this enabled me to call the elusive Resources.UnloadUnusedAssets(); method, which just drops everything in RAM that's not being used. I couldn't do that before because Unity didn't recognize all of my hack-loaded sounds and ditched them, but now after a few tweaks it worked out, and *that* truly worked wonders for the RAM issue, it seems. So, all fingers crossed, the RAM crash demon might finally be purged, and people won't any longer get crashes every time something slightly graphics intensive loads. Touch wood, fingers crossed, but seems to actually be a big step in the right direction!

In difficulty mode news, things are coming along. Red is pretty much done, and is extremely hardcore. I went ahead and made Red not save maps on death just like old Rain World 1.0, because some people mentioned missing that feature.

The main thing about Red is eating meat:



Animation is perhaps not quite there yet, but you get the idea. Don't want it too gory, but would rather just suggest the concept through the movement of the characters. Might take a little tuning!

Yellow is coming along and is generally easier in a bunch of ways, some of which are specifically targeting karma-related frustration. Some people want to see the game but just can't deal with the punishment, and Yellow is supposed to go in that direction without necessarily scrapping huge game mechanics. So just a little easier to steadily progress and see new pretty backgrounds, without being beaten into the ground too brutally for a random slip. It's still going to be rain world of course, with lizards hunting you and stuff like that, but just a little bit more approachable.

So all in all, good progress!





   jamesprimate on May 10, 2017, 08:02:37 AM:

Local multiplayer is really cool, I've wanted to introduce my gf to the game for a while. But I'm a bit sad if it's limited to arenas, unless those are at least as big as regions. Some people have managed to hack the game to allow multiplayer in the campaign so I kinda hoped that was also on the menu.

Do you guys also consider adding online multiplayer in the future?

ps: The Rain World now has its own page on speedrun.com. If you've got categories to suggest or would like to give it a go and want some advices, feel free to come this way.

we have plans to add co-op! as you might have seen, some people have found that the framework for it is already in the current game and can be played with some hacky solutions. but to make it work in a manner fitting for release is going to take a bit of experimenting. it certainly wont be in the upcoming content update, but is entirely possible for the one after that.


about speedruns! since you mentioned it, we're thinking of adding some tools and functions specifically for speedrunners. stats and counters, that sort of thing. but other than watching them occasionally we dont really know what the community would consider helpful. if you have any suggestions, we'd love to hear it!





   JLJac on May 10, 2017, 10:12:09 AM:

The tricky thing with coop is the screen - as we don't have scrolling, we can't even do the old hack "camera hovers at the point between the players, so you better stay somewhat close" ~ instead we have the screen-by-screen thing, which if you think about it is really difficult to get to work with two players. Actual split screen would be the only Real Solution, and I've been experimenting with that, but that in turn creates a bunch of difficulties with the shaders. So idk ~ we definitely want co-op, it seems like it could be really awesome, but it takes some serious thinking to come up with a good solution! We'll start with the one-screen arenas, those are a bunch of fun in themselves Smiley





   JLJac on May 10, 2017, 10:25:41 AM:

The issue with the teleportation option is that player 2 would be teleported like *all the time*, as you generally switch screens every 5-10 seconds - would be very hard to get flowing gameplay that way!

Ohh speaking of exploits, do you guys know the Guardian flashbang exploit? If any of you are speed runners I'd really like your input on that - I can as easily leave it in as take it out, but need to know what speedrunners prefer! Here's two ways I imagine you could think about it.

1) Take it out - it basically circumvents the entire game, and now that we've seen it there's not much more to add. It would be more interesting from a speedrun perspective to take it out so you actually have to play more of the game, and the people who found this exploit will be forever remembered in the hall of fame.

2) Leave it in - taking out exploits as they're discovered is cheap, speedrunning is all about finding those and if you find them the reward should be yours!







   jamesprimate on May 10, 2017, 10:47:56 AM:

personally, im all for keeping the exploits in. its kind of just a slightly more extreme version of what the game is all about anyway.

also the new slugcat modes will each introduce their own flavor of new challenges, so I think we're all about keeping the "standard mode" where its at right now for the most part, and if we want to adjust things for the new modes (which we'll be doing anyways) it just adds more playability imo.





   JLJac on May 11, 2017, 04:05:52 AM:

Thanks for the input! It looks like it's leaning "exploits stay"  Hand Thumbs Up Right Hand Thumbs Up Right

Update 536

I knew I said this wasn't going to be a content update, but I've not entirely been able to stick to that premise. Here's some kind of WIP lamprey-squito:






   jamesprimate on May 12, 2017, 09:10:49 AM:

yeah the speedruns are getting reeeeeeeally amazing  My Word!





   JLJac on May 13, 2017, 06:35:40 AM:

Update 537

Noodlefly joust!






   JLJac on May 13, 2017, 08:48:01 AM:

They're very dangerous but very unaggressive, is the idea. You really have to wrong them badly for them to extrude their creepy narwhal tooth, but once they do they're brutal. Also I think they'll hate each other, because it's a lot of fun watching them joust  Smiley

I'm trying to push harder on the "creatures that can be used to your advantage if you know what you're doing" concept, and these will have a role in that, although the details are still to be chiseled out. Because compiling has started to take a million years I've created a slim version of rain world in which I make the creatures, then I move them over to the main engine and integrate them with the ecosystem ~ these are still in step #1 there, so the exact interactions aren't set yet - but I have the basic idea!





   jamesprimate on May 13, 2017, 03:47:25 PM:

dont yall worry, joar has PLANS


HEY though! So glad to have the devlog back on track! Having to keep quiet to prevent spoilers for a year was really boring. This is much more fun.





   jamesprimate on May 14, 2017, 01:45:30 PM:

YEAH... we know, sorry  Cry

It has very little to do with us though. We sent in the patch code almost a month ago now, and there has just been issue after issue on the PS4 side. Its extremely frustrating, but the only thing we can do is just patiently go through the process until it works to make sure you all get a solid version out of it.





   JLJac on May 16, 2017, 11:48:21 AM:

Adult AI slugcats I don't wanna do, because it will look uncanny how different they move/behave from you when they're supposed to be the same creature. Slugcat pups we definitely want to do, and those will ofc be NPC ~ them being juvenile would explain them not being able to do everything you can.

Update 538

Speaking of kids, here's a noodlefly with its offspring:



The AI is pretty much done (it's pretty protective of the little ones) and I'm moving it over to the main build to set up the interactions with other creatures.





   jamesprimate on May 18, 2017, 11:15:10 PM:

this a good idea





   jamesprimate on May 19, 2017, 09:23:42 PM:

Is there more?

all i will say is "yes". one of the major points of the game (and to me the most significant part about it) is that you dont know the depth of the world and have to dig to pull it all together on your own, so i wont go too much into detail here. feel free to read the steam reviews by people who beat it (35-60hrs played) if youd like, they'll be a better barometer than asking us developers






   jamesprimate on May 25, 2017, 06:21:59 AM:

Rest in Peace Larynx the Scavenger. Gone but never forgotten:
https://steamcommunity.com/app/312520/discussions/0/1291817208481360253/





   jamesprimate on May 26, 2017, 09:44:36 AM:

newest version of the patch is tested and ready to go! barring any further nonsense (pleeeease) we expect it to be out on Tues Tongue


MUSIC NEWS!



The Rain World OST is now available on Apple Music, Spotify, iTunes, etc. Black Screen Records is also taking pre-orders for the deluxe vinyl edition, details of which will be announced later this year.

Cop it here on your fav music platform: http://smarturl.it/rainworldost