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   jamesprimate on June 24, 2017, 07:20:33 AM:

Lime Mime is AMAZING

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By the way James/Joar, you asked a while ago if you could add stuff that might be of use to speedrunners. I have only one request. Fix that bug that randomly kills you in the Depths.

YES. top of the list. i hate that bug.





   jamesprimate on June 24, 2017, 11:54:22 AM:

you can delete the map in the options menu plus there are 3 save slots. you mean more options that than?





   jamesprimate on June 24, 2017, 01:14:45 PM:

So when I hover over the reset progress button, it says this will reset all progress except for map exploration.  Is there a way to reset map exploration as well?

ohhh wait... maybe joar changed that in one of the updates, good point. id still think that a new sav would give you a fresh map though. let me know if it doesnt and ill put that on the to do list!


Shouldn't this thread's icon be changed to "Done!", or is it still considered a WIP with all the user input constantly flooding in? p:

HA! Joar is not about messing with that stuff hahah, but yeah spot on. we still have a few updates until it'll be at a point where we feels its actually "done" to a degree that we're happy with.





   jamesprimate on June 25, 2017, 02:55:36 PM (Last Edit: June 25, 2017, 03:11:04 PM):

Yeah, just checked again.  Using the Reset Progress button does not clear the minimap.

hmmm are you playing the PS4 version or PC? we've got some version fractalization going on these days so just want to make sure O_____O


Got a bug to report. In both of Lime-Mime's 100% runs, he meets Moon for the first time while holding two neurons that he brought from pebbles, which he then gives her. However when he then goes to hibernate, the slide that shows up is the one of Moon being in pain. Despite that the overseer doesn't appear angry and keeps following slugcat as if nothing happened.

It first happenned here: https://youtu.be/SC1Rg20Amkg?t=2h07m25s
And it happenned again here: https://youtu.be/TNAz3KYd2pQ?t=1h58m2s

noted! ill send it to joar

Shouldn't this thread's icon be changed to "Done!", or is it still considered a WIP with all the user input constantly flooding in? p:
My guess is that some of the WIP elements are actually part of the original vision. If that is true then it's still not "done".
So the game was, shall we say... "late access"? Tongue


perpetual access! you know we can only do things our slow weird way, hahah


I was reading this excellent developer postmortem on TumbleSeed (a game I love but, like most users it seems, have never made it past the jungle) and I couldn't help but be reminded of Rain World. I would love to see a similar sort of thoughtful analysis from Joar and James on the reception of Rain World.

OOF those tumbleseed numbers are rough, sheesh. Shocked i assumed it was doing well based on the reception my friends gave it.

idk! were weird because to a certain extent... we never really cared about how it was received? it was never a product for us, so we probably dont have too much to say about it in that regard. like, if we were trying to make a game that we were designing for people to like, and this or that aspect didnt work out, then maybe we'd do some examination and finding out where we went wrong would be interesting to read.

but rain world was a sort of personal art project that we were super into for our own art weirdo / creative reasons, and then some other people got into it, and then it snowballed bigger and bigger into this amazing opportunity for us to just DO WHATEVER ART WE WANTED TO for years on end. incredible. our expectations were literally zero and we've gotten to live amazing lives for the past 5 years and met incredible friends and fans from all over the world. the fact that its already sold so well is still insane to me. but none of that was designed. objectively speaking, so much of the game is "extremely bad decisions" from any rational gamedev standpoint. we just thought they were cool and did them anyway. if it tanked we would have said "yep, that totally makes sense". it has all been pure self-indulgence.

so idk, if i were to any sort of "useful to the community" devtalk about rain world post mortem it would be just about tedious stuff like dealing with publishers and porting teams, various higher-level decision making stuff thats "important for success" and all super dry and boring and doesnt reflect our intentions or the spirit of what were doing. id so much rather talk about how cool the RW discord server is, or how wild and dedicated the fans are, the incredible fan art community, etc etc. we didnt make this weird ass emo game to throw it into a powerpoint presentation in front of a bunch of people in button up shirts, we made it to communicate some feelings through the aether; some emotion, some atmosphere, some mood, some certain sensibilities. so seeing the results of that is what im interested in at the end. but its probably not really helpful to anyone elses game making process!





   jamesprimate on June 25, 2017, 06:42:16 PM:

ah! i should probably explain that a bit more before it gets taken out of context.

the design decisions werent "bad" of course. they were exactly the right decisions for rain world. its just many dont make sense from a perspective of "gamedev as a business" (and even sometimes the perspective of "videogames as entertainment"). rain world is all about hidden depth, being unable to distinguish the barriers of the game, blurring that line of projecting into what you see and real AI behaviours, a world (and narrative) thats much larger than the player character experience, the surprise of discovering things that are totally outside your established frame of reference and perhaps even the frame of reference of other players, etc etc etc. but that also means that 90% of the development effort is spent on content that only maybe 2% of players will ever see. thats terrible ROI, lol.

and of course imo thats what makes it interesting! we were perfectly happy doing things that nobody else was foolish enough to do. anyway, ill get off this train of thought but thought it might shed a little light on some of our behaviours.





   jamesprimate on June 26, 2017, 07:37:26 PM:

Put differently, hoping that you'll see this as a sincere and good faith question, if you weren't prioritizing entertainment (acknowledging that entertainment takes different forms), what was guiding your process?

hm its a bit difficult to explain without going into a lot of detail and explanation about our personal design philosophies, but a short answer would be that we had a very clear sense of what we were trying to convey with the game, a "rainworld-ness" that we all agreed on very strongly, and achieving / communicating that was our only priority. things deemed "not rain world" were rarely considered.

theres a number of ingredients to this rainworld-ness, but much of it boils down to the desire to create a world-focus rather than a player-focus. games tend to be done in such a way that the entire world and everything in it exists only for the player. we wanted to move that frame a a little.





   jamesprimate on June 30, 2017, 04:15:33 PM:

huh! thats one ive never seen before. Joar, our programmer, is on vacation but I can have him take a look when he gets back.





   jamesprimate on July 05, 2017, 10:58:06 PM:

hahaha thanks friends! there will definitely be opportunities for beta testing coming up, so ill probably be taking you up on the offers!





   jamesprimate on July 10, 2017, 09:55:44 PM:

good question! they arent names at all really, but more describing the journey taken by each? the path of the original slugcat we follow was that of the survivor (its the default passage taken), so if it must have a designation then "The Survivor" would definitely be it!





   jamesprimate on July 12, 2017, 09:50:16 PM (Last Edit: July 13, 2017, 01:02:50 AM):

hmmm yeah the grey screen generally means that the world assets or setup options havent been loaded into RAM before startup. with certain computers (generally using win 7, though we havent been able to duplicate it on our side) it seems that the assets for the opening cinematic fills up the computers RAM, and as a result the world assets cant load, so grey screen. this is what joar added the "hold S" workaround for: it skips the opening cinematic and goes right to loading the world assets.

could you give more background on how this is occurring for you? have you been able to see the cinematic previously and start a new game? i only see loading from savs mentioned

and for the record, sav files contain most relevant debug information that we need





   jamesprimate on July 28, 2017, 04:37:36 PM:

Is there a date for the release of the next rain world update  because from what I see its building up as much hype as it did pre release and a lot of people are excited and want to play including me!   Hand Any Key CrazyHand Joystick

hey friends! ahh thats my fault im afraid. im dealing with some wrist injuries, so progress has been interrupted for a bit while i heal up. but things are still rolling on it and we'll post more info as things develop!





   jamesprimate on September 07, 2017, 05:39:19 PM:

Ahaha thanks all, both for the roasts and the boosts  Cheesy

Update is still going, and going well actually! It just takes a while since now everybody is working on other projects, as well as, you know, life, etc etc. (3 years of crunch is plenty, believe me!) But...we actually have a new hard deadline coming up soon though, so you will be seeing all manner of new things in the very near future.

I actually didnt realize this thread was still poppin (just assumed questions and such would have migrated to the steam forums or twitter, etc etc), so Ill try to stop by here more often!





   jamesprimate on September 08, 2017, 02:05:40 AM:

actually, since were here...






   jamesprimate on September 14, 2017, 07:17:55 AM:

I was thinking it would be awesome to have to unlock new arenas (0g or dark or water) by at least traveling to those places ingame.  Maybe you would also have to unlock the creatures in sandbox mode via killing them ingame.

we'll post more details soon, but its pretty much as you describe.





   jamesprimate on September 20, 2017, 05:08:34 AM:

How close are we to the update now, (or a general date) because its looking pretty close but I do know that just because it looks that way it might not be Shrug.
I am just really excited to share this amazing experience with my friends.
 Hand Any Key Lips Sealed Hand Joystick     Hand Any Key Screamy Hand Joystick      Hand Any Key Cheesy Hand Joystick    Facepalm

good question! we are nearing the end of the development aspect of it, with just a bit of art, testing and smoothing out the new "difficulty modes" yet to go. But an issue is that now Rain World is in 7 different languages, so there might be some time with localization before we can blast it out to steam. Fingers crossed though!


I was thinking it would be awesome to have to unlock new arenas (0g or dark or water) by at least traveling to those places ingame.  Maybe you would also have to unlock the creatures in sandbox mode via killing them ingame.
we'll post more details soon, but its pretty much as you describe.
Honestly, I think this is not the best way to do it. Multiplayer and singleplayer Rain World have different stakes and different pacing - they're almost two different games. And they fit two different audiences. By hiding multiplayer features behind singleplayer progression you would limit the enjoyment of people who would enjoy it the most. I think there should be an option to unlock all of the multiplayer stuff from the multiplayer itself, or people will just download everything-unlocked savefiles.

definitely a valid point, though we have our reasons (which imo will be pretty cool once they are discovered). i think with the sheer volume of multiplayer stuff were including, as well as the fact that it can all be unlocked in any difficulty mode, should be enough to mitigate any off-putting feelings on this. there will be a ton of playability just from the start, and honestly i think it would be pretty overwhelming if everything was included from the beginning.





   JLJac on October 29, 2017, 12:51:28 PM:

Hi! Sorry about the radio silence, I've been churning insanely on this update. Step by step Rain World is becoming closer to the vision, and an important part of that is of course multiplayer...



In the video you can see some of the new creatures as well! We made sure not to show anything that hasn't made its way to the internet already, but actually the update has a few completely unrevealed creatures as well.

Alright, back at it! We're quite close now, so it's maximum crunch. See you soon!





   JLJac on November 29, 2017, 02:36:46 PM:

Update beta now open on steam!

https://steamcommunity.com/app/312520/discussions/0/1489992713689642877

Check it check it check it!





   jamesprimate on December 01, 2017, 04:27:44 AM:

I’ve seen this! Looks very cool. Very ‘mushroom 11’ movement though, right?





   JLJac on December 13, 2018, 10:48:42 AM:

Hey, big news! We're on the Nintendo Switch Grin Grin Grin



 Hand Point Right Hand Point Right Hand Point Right Nintendo Page

 Blink Blink Blink New Trailer





   jamesprimate on December 16, 2018, 11:09:49 AM:

how could we!  so many years here, hah  Wizard