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Streets of rogue super special abilities
Streets of rogue super special abilities













streets of rogue super special abilities

Skeleton Key appears properly in the Character Creation screen.

streets of rogue super special abilities streets of rogue super special abilities

  • Fix for Virtual Keyboard only allowing the user to input 32 characters.
  • Fix for player marker not appearing on minimap during the first stage of Daily Runs.
  • Fix for player marker not appearing on minimap during tutorial.
  • Fix for Mech body looking incorrect when dancing.
  • Fix for graphical issue when highlighting NPCs who are pointing their gun.
  • Added proper borderless window settings.
  • However, this also means I'm hiring! If you're interested in creating the OST or sound effects for the new game, feel free to send me your demos, ideas for the direction of the new OST, and whatever else ya got! (My email is linked at the bottom of. We're both pretty bummed about it, to say the least. Without going into too much detail, there's a contract issue (unrelated to me or tinyBuild) that has essentially made it impossible for him to work on the SOR sequel right now.
  • Soundtrack News - A bit of unfortunate news on this front: My composer and sound effects guy from the original game Craig won't be able to return this time around.
  • Procedural quests in open-world games have a reputation for being very samey and uninteresting, but I'm hopeful that I can avoid these pitfalls with the infrastructure that I've been putting into place.
  • Quests - A lot of work has gone into the system that determines how new quests are procedurally generated, and a number of new quest varieties have been added to the mix.
  • What I mean to say is, the procedural generation magic is starting to pay off. Forests contain waayyyyy more than a few scattered trees.
  • World Generation - The world is actually starting to resemble.
  • However, I'm real excited about the possibilities for how this could affect how you strategize your journey through the world.
  • Factions and Reputation - Much like some of the other systems I've mentioned here, this is still fairly early in development.
  • But how many of them let you take your tractor off the farm and drive it through a crowd of pedestrians? How many games let you steal your neighbor's crops and then set fire to their barn? How many games have cow sprites that face 8 directions instead of 4? And sure, a lot of games nowadays have farming systems.
  • Farming - Yeah, there's now a farming system in this thing, too.
  • An optional activity for adding variety to how your game plays out, or something you can spend a lot of time with if that's your thing. Do you hate crafting games? Don't worry, you are absolutely not required to engage with SOR2's crafting system! I see it as yet another addition to Streets of Rogue's "play however you want" bag of tricks.
  • Crafting System - Do you love crafting games? Awesome SOR2 has a crafting system now.
  • The open-world nature of the sequel and much-longer game length make this a good fit for dedicated server support. But based on the results so far, it looks promising. This was more of a test than anything else, and I can't say for certain whether or not this will end up in the final release. I also did a bit of work on dedicated server support.
  • Multiplayer - The original SOR's multiplayer was built on an official Unity system that was deprecated four years ago.
  • The new system allows for a dynamic day and night cycle, plus completely different lighting for indoor and outdoor areas (and yes, the you can still see into all of the buildings), while being quite a bit more performant than the SOR1 lighting system.
  • Lighting - The lighting system of SOR1 has been completely ripped out and replaced.
  • streets of rogue super special abilities

    Despite this, I think we've managed to achieve a look that maintains the readability of the original game, which was very important to me. My processes for implementing pretty much every type of in-game art have changed to allow for much more complex and dynamic scenes. While the top-down perspective isn't changing, our work together hasn't been a simple process of swapping out old art for new art. Art - Since the beginning of the year, I've been working closely with a master pixel artist on crafting the look of the new game.















    Streets of rogue super special abilities