Mind egyedül halunk meg, és 2 generációval később már senki sem emlékszik majd ránk. Good night?
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I think you could make a really good Star Wars movie where scientists discover force access is just a matter of implicit memory, and the robes and sayings are all just layered on top.
Happy New Year, geeks!
Yuval Noah Harari extract: ‘Humans have always lived in the age of post-truth. We’re a post-truth species’
DevBlog #10 - Year One
It has been exactly 1 year (and 1 day) since we announced we were working on Risk of Rain 2.This update isn’t going to be about specific new systems or content, but about the overall cadence of development and what our goals are going forward.
Where are we in development?
A majority of the time spent in the last year was working on backend systems to better support the full game, and we feel that that is finally coming to completion. We are hoping to focus on content and polish throughout the next year, and prepping the game so it’s presentable to people, not just us internally.
New classes, levels, items, monsters, bosses, and of course original ones from Risk of Rain have been added. With the core systems in place we are able to start designing new content that adds new layers on top of the existing loop for RoR1. We want to make sure that there is a lot of fresh new content that adds to the fun, and we are holding ourselves to a higher standard of game design than in our previous games. We are trying our best to make sure there isn’t a lot of filler items or monsters.
Since announcing RoR2 we haven’t stopped getting emails or tweets asking about alpha/beta testing and how that is going to work. Because RoR2 is quite a complicated game, we will need to do a lot of testing for networking, progression, balance, and overall game feel.
We are getting to a point in development where we are starting to plan out how we want to invite people to start testing RoR2 and help us build a community for the long term. This will most likely start off with a small/private closed alpha that people can sign up for via a website (that doesnt exist yet). We will also launch an official RoR2 discord once that time arrives, so people can talk about the game and give feedback directly.
Based on the feedback of the closed alpha we will then plan our next steps depending on what requires more testing and feedback. Things like matchmaking require a large volume of people to properly test. We also have a couple new design directions that we want to hear lots of feedback for.
Now that we have a few games under our belts, we want to make sure Risk of Rain 2 is the best game we can possibly make and sustain. We want to include as many features as possible to build a growing community and continue to update the game into the future. Local co-op, online multiplayer with matchmaking, localization, discord servers and free updates are all things we think will help foster a community, but we would love to hear feedback on how we can keep the game active for the long haul. One of the most important things going forward is community engagement – and we will be opening up avenues for discussion later in development.
We’ve posted a RAW JUICY video from one of our playtests, bugs and all, as a milestone of where we are in development. While it’s obviously still a work in progress, it is representative of the direction we are taking the game. Please let us know how you feel - it’s really important that we begin to collect community feedback as early as possible.
Overall this has been a fantastic year of development for us, and I really feel like we’ve begun to make a game that everyone will have a great time playing. I’m sure that we will exceed everyone’s expectations by the time we are done :)
Get the beat here: https://imaginaryambition.bandcamp.com/track/low-fidelity
I can get some misunderstanding forcing some fights between heroes for some fanservice, but villains holding hands and working together is always hilarious. For people with huge egos and world domination agendas they sure know how to tolerate each other when needed.
This is the second part of my diary about making my first-ever game, using PICO-8. Yesterday, I grappled with ideas and fiddled around with code enough to realise that most of them are beyond me. But now I have a concept I think I can make: a game in which you push frogs into boxes. It’s called No Frog Left Behind.
And yet… I have no idea whatsoever how to start. Other than to hit escape, which brings up PICO-8’s suite of tools, and typing out its fundamental structure in an attempt to feel constructive and full of direction. … [visit site to read more]
these are so stupid but i can't help but chuckle every time