McRogue cover
McRogue screenshot
Genre: Indie

McRogue

Build Notes 0.0.57

Quick morning patch today to fix a couple of new issues


  • Fix potential bad kill score when killing the worm
  • Fix potential crash when you have an upgrade that debuffs enemies


Due to messing up the scores, we're going to reset everyone's high scores in this build. I don't think this should be a problem as the scores just went in yesterday.

Build Notes 0.0.56

Lots of changes today. I'll go into some of these in more detail.

Dash



Dash has been changed so that a single dash only uses up part of the cooldown. This allows you to perform a couple of dashes in a row if you have enough cooldown saved up. I will no doubt tune the cooldown a bit more based on feedback.

I've reduced the amount of the dash momentum that is preserved after the dash since it was pretty ludicrous at full dash speed.

One thing that isn't very clear at the moment is that you're invulnerable during the dash. I'm thinking about a way to properly convey this.

Upgrades



I've changed all the text for the upgrades to actually tell you what's going on. Instead of saying, "Increased agility", it now says "+10% agility, +10% dash speed, +2% dodge chance" for example.

What's still not clear is what the percentages refer to. Each percentage is a fraction of the difference between the min and max values. So +1% health sounds pretty low, but the difference between min health (50) and max health (500) is quite large, so that translates to +5 HP after rounding.

The upgrade icons now stack on the hud to make it clearer when you have multiple stacked upgrades on McRogue.

The upgrade rocks are now correctly referred to as 'runes'. I've spaced them a little further apart now, since it was definitely spawning way too many in each level.

Score





The game now calculates a proper score for you based on time, money, kills, damage dealt and runes opened. We track your best score for each individual element and will show you when you break your own record. This is a precursor to getting leaderboards in.

Related to this, you now lose all your money apart from $15 when you go through the teleporter. The idea here is to get you to make a choice between going through the teleporter before the game gets harder, or perhaps trying to explore the current level a bit more to get some more upgrades.

Map





Some of you probably don't know this, but there is a map in-game. Check it by holding down the back/touchpad on the controller, or by holding tab.

The map now uses (placeholder) icons to show points of interest when you see them. Blue means upgrade rune, green means health, and yellow means the teleporter.

Orbs





The money and health orbs now use a particle effect which looks quite a bit nicer. I had to fix some bugs with particle sorting and add a new emitter type to make it look nice. It interacts with the wind system too.

To make sure that the particle system doesn't go crazy when you kill lots of enemies, I've change it so that just once orb spawns for each enemy you kill. The orb contains all the money that enemy had.

The orb colors now roughly match the coloring for their use (i.e. the money orbs are yellow like the icons, and the health orbs are green).

The orbs now also have a sound attached to them and the health rune will play a sound when ejecting them. It was eerily quiet before.

Other Stuff



  • When gaining $ over time, you now see the icon coming out of McRogue
  • Fix missing decals due to accidental object slicing

Build Notes 0.0.55

More jury duty again today, but the good news is that I've been dismissed. The bad news is that was at the end of the day, so I didn't get much done today. But I did manage to get a couple of optimizations in:


  • Fix graphics driver stall. If you have a lower-end graphics card this should help quite a bit.
  • General speed improvement. We now skip initializing certain types of memory we know will be overwritten. This has a small impact, but there are quite a few instances which will be helped by this change.


If you're having performance problems after this update then let us know asap and we'll investigate.

One issue I'm aware of is that the Steam Overlay can take large chunks of time out of the game. This shows up as an inconsistent frame rate. For most machines you won't notice this too much, but on the min spec machine you will. If you think you may be seeing this, then try disabling the Steam Overlay inside Steam (right-click McRogue -> Properties -> Uncheck Enable Steam Overlay).

Build Notes 0.0.54

I'm jury duty again today, but that doesn't mean I've forgotten you! Today's update is mostly about optimizations, with a few crash and bug fixes thrown in for good measure.

We've clawed back a few milliseconds on both the CPU and GPU. This will especially help to avoid the dreaded physics death spiral when lots of stuff is happening. This will be most noticeable on lower-end machines.

I've also found that there's a driver stall that can happen on older graphics cards. This causes the CPU and GPU to sync on each other which gives terrible performance. I'm looking at how to get around this.

Hopefully we're getting past the most critical crashes. We can't wait to get back to creating new content for you!


  • Crash: Fix crash when launching using the shortcut rather than through Steam
  • Crash: Fix audio crash when lots of audio voices are active at the same time
  • Bug: Fix a bug which could cause you to get stuck while running around
  • Bug: Fix a bug which would cause you to get stuck when doing triple-jump slam attack on steep slopes
  • Bug: Fix bug which could cause characters to stand on top of each other
  • GPU: Remove unnecessary polygons in some of the forest meshes
  • GPU: Perform bloom at half-resolution since there's basically no visual difference
  • GPU: Skip one of the texture resolves when when MSAA is not enabled.
  • CPU: Remove physics log spam that was innocuous
  • CPU: Remove material effects log spam
  • CPU: Optimize physics broadphase update

Build Notes 0.0.51



Bug fixes and teleporter work today. It's a bit less than usual since I spent half the day creating a proper press kit and dealing with fake press requests.

  • Fix for crash reported by Rubisco where the constant buffer allocator ran out of space
  • Potential fix for crash reported by Rubisco caused by surround sound speaker setups
  • Fix for crash reported by Rubisco caused by infinitely sized collision bounding box
  • New teleporter model in - it's much harder to miss now!
  • Slightly raise the speed of the ember particles that float towards the exit. Ssshh!!! It's a secret!
  • Tweak the bloom in the forest

Build Notes 0.0.50

Another day, another build.


  • Add the proper fix for the animation crash. In very extreme cases, the animation will now pop rather than the game crashing.
  • Downgrade some errors in the log to warnings since they're innocuous
  • Grass should be green, right? Grass is green now in the front end.
  • Fix hit flash that sometimes gets stuck on when you kill the worm
  • I love random number generators. Sometimes a butterfly will flap its wings and a rock will appear in the front end right where the camera is. Switched the fixed seed for the front end so that there's no rock!
  • Fix an error with the gun cone angle upgrade which caused it to expand to 360 degrees. It's now 80 degrees at its widest.

Build Notes 0.0.49

What a day... Thanks to MrSandcraft and Budee for posting up minidumps - they were immensely helpful in tracking down some problems.

Here's what's new:


  • Fix a crash if one of the jumping robots happens to die right when it's about to jump.
  • Potential fix for a particle crash when purchasing power ups.
  • Reduce the likelihood of a worm spawning if you're running away from lots of enemies.
  • Change minidumps to MiniDumpWithDataSegs so that it will be a bit easier to work out why certain crashes occur

Build Notes 0.0.48



Thanks so much to all those who bought the game on day one! Special thanks to those who gave their feedback, reported bugs, submitted logs and minidumps, there are a few tweaks and fixes going in today.

Issues:


  • The grass is white in the front end


Changes:


  • Add a workaround for the animation pool crash. This seems to be the crash that most people are getting.
  • Fix a potential hang when beating or losing the level
  • Fix exploit where you can farm health underwater with a certain powerup
  • Expose GPU and CPU profilers (more on this later)
  • Dash is now invulnerable to mines as well as projectiles, hits etc.
  • Tweak forest terrain coloring to remove some of the greens
  • Tweak forest lighting and fog settings
  • Perform a quick color grading pass on the forest level
  • Tweak the grass colors in general
  • Change to use dead grass in areas where mines may spawn, and use healthier looking grass near powerups
  • Brighten up the flower colors that grow near the powerups
  • Fix the IK look offset on the health containers so that the player doesn't look so high
  • Remove error about converting unicode characters - this was being wrongly triggered by non-English keyboards

Build Notes 0.0.46



Getting close now... Let's hope Jury Duty stays away.


  • Replace placeholder powerup rock mesh
  • Replace placeholder health rock mesh
  • Suppress spawning while the player is near the spawn area. This is specifically to allow new players some space to practice without getting overwhelmed. The difficulty timer still runs.
  • Swarmers now have footstep sounds and sounds before they lunge at you
  • Use a red hit-flash to emphasize when you're making contact.

Build Notes 0.0.44



It's been a while... We've been working on quite a few small updates, and a couple of physics bugs consumed a lot of our time. Hopefully we'll be back on more of a normal update schedule from now on.

Anyway, here's what's new:


  • New locomotion system better supports slopes and prevents sliding
  • New AI pathing system supports significantly more enemies at the same time
  • Forest level generator tweaks to create a lot more hills and other interesting features
  • You can now punch in the air (finally!)
  • Dash is now a defensive-only ability. You are invulnerable during the dash period
  • Powerup rocks are now much more common
  • Health is now also purchasable (see the image for what they look like) and there's a lot more of them in the level
  • A few crash fixes
  • Fix bug where you could receive multiple powerups from one rock
  • Fix crash when dying