New update with various balance changes and fixes. (More to come)
You can now level all the way up to level 100 without having to complete any trial missions. The entire temporary level cap mechanic has been removed.
Amount of xp gain for killing monsters that are too far below your level has been reduced.
Amount of xp gained for completing missions has been reduced.
Amount of xp gained from completing challenges has been reduced.
various small tweaks and changes to a lot of general things.
I have been thinking about making the open world content variation of the game be considered "end game". Its just an idea but its kind of an interesting one I think. So right now the open world content kind of just overlaps with the existing missions. Its fairly redundant at the moment. But it would be entirely possible to make it so the current open world content is designed for level 100 game play. I can go through each of these missions and tweak them so you basically run into far more high end encounters and experience more generally challenging things.
This also means the new content I plan to add can be specifically designed as additional end game content.
New version of Revulsion is now live!
This patch includes a host of changes and updates. It also includes an entire section of the game that is called "Open World" which is the first design flow for the game from when it was originally designed. This is about 5 hours of content that is now added in addition to the current missions.
The entire game engine has been updated to the latest version of the Unreal 4.
The original version of Revulsion will be accessible again. This is how the game was originally designed. Once upon a time it was a open world game and flowed a lot more like Dark Souls. You can actually play through the old version of the game in its entirety if you want to check it out. You can still play all of the missions as well.
All ammo types have a slow auto-regen effect.
All monsters provide experience points even when they are super low level.
Action Points regeneration has been increased while gaining experience points.
A large number of Monsters and game play assets have had at least a basic level of optimizations applied to them. This will be a process where I just keep optimizing things over a long period of time.
If you want an interesting challenge, attempt to complete the open world version of the game while in deprived mode which is the games super hardest difficulty. ill be watching today to see if any new bugs show up.
This is a completely new version of the game engine and I touched nearly every asset in the game. There are bound to be some issues! Ill do what I can to fix them as they pop up this week.
A couple of small issues have come up I should have resolved today.
I have a strange issue right now where the game refuses to give you your starting weapon. It takes like 10 seconds rather than just doing it instantly. The bug only appears in a proper build of the game and not in the editor. Its very strange.
Another bug I found which is hilarious gives you full access to a completely different version of the game that I plan to hook up in the coming months. All you have to do is :
Begin the game as one of your characters and be in the hub area.
Press escape.
The escape menu brings up an option to return to the titlescreen.
Woops that's the new title screen that gives access to the in game level editor and multiplayer options...
Nobody noticed the second bug. Its been there a long time I think. The first one is just super annoying.
These issues should be resolved very quickly. The patch should go live today still.
Revulsion on 75% sale for a week! Gameplay Patch going live tomorrow!
Ok so I promised I would be selling the game for cheap this month. My goal is to get new eyes on the game and give people chance to pick it up while I begin my process of modifying, optimizing and updating the game. After a couple of years of Revulsion being out I decided to come back and begin working on the game again. This means more content and a lot of other improvements or general changes.
There is no reason outside of just wanting to go with my gut on this. I hope that people can enjoy the game. So lets talk about what will be in the new patch.
The entire game engine has been updated to the latest version of the Unreal 4.
The original version of Revulsion will be accessible again. This is how the game was originally designed. Once upon a time it was a open world game and flowed a lot more like Dark Souls. You can actually play through the old version of the game in its entirety if you want to check it out. You can still play all of the missions as well.
New open world environment is being worked on but is in early stages. This is content designed for people who reach the level 25 level cap. The new open world flows a lot more like the original style of the game.
All ammo types have a slow auto-regen effect.
All monsters provide experience points even when they are super low level.
Action Points regeneration has been increased while gaining experience points.
A large number of Monsters and game play assets have had at least a basic level of optimizations applied to them. This will be a process where I just keep optimizing things over a long period of time.
There are some small things that have been updated but nothing super crazy thus far. This is just the beginning. I hope everyone has a good time with the project. Your encouragement means a lot and depending on how well this goes could effect what I do in the future!
Expect the update to go live tomorrow baring any unexpected problems!
Revulsion Update - Progress and general thoughts of the next update.
Ok so here is the current breakdown of what I have in store for the latest Revulsion patch.
Game engine has been updated to the latest version of UE4
There are two passes needed to properly optimize each monster. A simple pass to make sure verts are welded and an additional pass where I actually reduce poly counts.
My goal is to have at least 4 monsters optimized.
AI has been simplified so its less taxing on larger worlds.
Less focus on making Revulsion hard.
More focus on making Revulsion a smoother experience.
Ammo always auto regens.
Monsters give XP even when they are super low level.
Random dungeon is hidden from the menu for now. (Will likely be added again later)
Looking into a way to make action points regenerative.
Patch is coming sometime around the 26th. Lets see how this goes!
======== Discussions Blog https://discussions.app/tag/blog/gtxnbyynv2c2/revulsion-update-progress-and-general-thoughts-of-the-next-update
LBRY - Video https://open.lbry.com/@TheCastle:8/2020-10-19-03-01-47:e?r=7SAm6cZKS9naPabVZ54PJhU4cgvPneS8
2 Monsters optimized, new level progress is going well.
Revulsion progress is going well at the moment. Current progress.
2 of the monsters are optimized now.
I plan to add some new variations of mobs in this content patch. (Not yet sure what)
A good chunk of world assets have been optimized as well.
New content is not mission based but is rather more open ended exploration.
Possible medium to long term ideas
Possibility of making the original (non mission based) version of the game available again.
Not sure how I want to do level scaling in open world content. (Everything levels up with you and tougher mobs appear the higher level you get?)
Possibility of bringing Redemption Of The Slain to Revulsion. (Requires lots of new materials)
So with that said Ill try to get some footage showing some new stuff in action.
--- Video Vlog https://open.lbry.com/@TheCastle:8/Revulsion2020-10-08-03-46-57:e?r=HBbmvnKTHULqSMP3Hkq8C8RTDkwgA36T
Discussions Blog https://discussions.app/tag/blog/2gncvt1miskkt/revulsion-update-monsters-optimized-new-level-progress-is-going-well
Revulsion Dev Update : Big optimizations are definitely on the table.
Ok so from what is going on at this point right now, I have big updates in line for Revulsion to get big optimizations. New maps are on the way and I show how the scripting system works and allows for more interesting situations that were simply not possible before. I took a good look at the character meshes and found a huge amount of room for improvement on them as well which is not even really going to take a huge amount of effort to address. There is a small chance that this month will be mostly just focused around me fixing up the character meshes and optimizations that it may take a bit longer to get the first mission out.
I plan to get a sale for the game mid to late this month and time it with the first big patch.
Some details I forgot to mention in the video. * I will be removing the infinite dungeon and the custom worlds from the tab list. The goal here is to focus on the main content and improve that first.
===== Video https://open.lbry.com/@TheCastle:8/Revulsion2020-10-02-21-19-48:b?r=HBbmvnKTHULqSMP3Hkq8C8RTDkwgA36T
Blog https://discussions.app/tag/blog/12t199ptnahye/revulsion-dev-update-big-optimizations-are-definitely-on-the-table/
Revulsion Update - Current progress so far.
I have got some things done in the latest build for the game so far. I cover a lot of topics in general. A new scripting system that allows more elegant flow for world scripting is being worked on. This means more varied encounters and unique situations are possible with a much easier method for the development. I talk about ideas on new enemy types that I have in mind.
The goal is to spend this month developing the foundation I plan to use for new missions. Then I begin a one month dev cycle for new missions. This is my goal so far. I think its possible and will be a really fun. The video is mostly just a general update about my thoughts.
--- Video Link here https://open.lbry.com/@TheCastle:8/RevulsionUpdate9262020:d?r=CeW1zUWkmSfb4k4badkzbAFT1zhc7qJW
Blog Link here https://discussions.app/tag/blog/25azoj9452qoz/revulsion-update-current-progress-so-far
Revulsion Update - Current plans so far - Big Sale very soon.
This month will mostly be focused on getting some basic new things in place. For example, I want to get a dashing move on the shift key rather than a slow walk. I also want to make some neat variations of current mobs. I also need to work on getting some textures in place as well.
All story aspects of Revulsion will be redone. I plan to make it so the story is that there is no story and we are trying to figure the story out anyway.
First new mission will be a prelude to the elemental worlds.
All new missions will follow current design formula.
That means each one will be re-playable at harder and harder difficulties at higher level ranges all the way up to level 100.
Power crystals will be used but I will also bring in Red, blue and Yellow keys.
I have a desire to make the worlds more organic with more intricate layout designs custom modeled.
New level design tools are planned to make it so I can have more moving stuff in the world.
In game level editor will be put on the back burner. (Revulsion 2 is a better place for this feature)
I am not 100% sure how I intend to make use of the random dungeons. I might simply just begin adding more unique tiles.
I plan to do a pretty big percentage sale of Revulsion very soon to hopefully Ill try to announce. The goal is for people to grab a copy while its cheap so more people can see the work I am about to do.
--- LBRY video where I talk about this. https://open.lbry.com/@TheCastle:8/RevulsionUpdate9222020:8?r=CeW1zUWkmSfb4k4badkzbAFT1zhc7qJW
My Blog Update is here https://discussions.app/tag/blog/1r8g748tvpxe/revulsion-update-current-plans-so-far-big-sale-very-soon
Elemental dungeons - New challenges that require you to change it up.
It feels really formal right now when I post this kind of off the cuff content here. I like things to be more simple and informal. Steam just makes me feel like its not the kind of stuff the platform is intended for. I am in a position right now where it is very important that I build my brand as a content creator on platforms that I find comfortable. (lbry, discussions) Yet I am kind of forced into this rigid place on steam. Anyway here is a vlog I put together with me just giving a lot of my thoughts regarding Revulsion. I want to be an eccentric weirdo who makes cool stuff. I worry that Steam may not be great for that kind of thing. But maybe its fine. I hope everyone here is ok with me doing my thing.
My next update will be specifics given regarding the new mission I want to put together. My idea is that these new missions will follow a new design style that holds true to what is already in the game. The new missions will be a type of elemental dungeon set where depending on the element of the dungeon different types of weapons and armor will have different advantages / disadvantages.
This provides unique challenges as well increases the loot aspect as you may want different gear depending on the element most prevalent within each place. Ice weapons will be pretty useless in a ice environment for example.
--- Below is my Vlog ---
Lets go over my thoughts on my Revulsion first person shooter Revisit.
I go into a whole host of different topics while I mostly remark on my thoughts on taking another look at Revulsion as a gaming experience. I talk about the potential possibility of developing the project in a new branch that could even have an additional store page. People who currently own Revulsion right now could get the new branch for free. The new branch could then be brought back into an early access state while I continue to further develop the project. Its 17 minutes but I go into a ton of different things.