I go over a few topics. The first is that Revulsion has now been repriced. I plan to also stream some other games within the same space and have fun with that. I will be doing a dev stream tonight as I continue working on the level editor. I need to get a lot done by the 15th of this month.
Next month will be eventful for Revulsion.
https://youtu.be/YsJHK-8M7bI
My plan is to get a patch out for the game mid next month. This will include the initial release of the level editor and lowering the price of the game to $9.99 in addition to a sale as well. I would prefer to make more sales for lower amounts of money vs selling the game fewer times for more money. That places Revulsion at nearly half the price of other games in this particular genre.
Check out this in game level editor!
https://youtu.be/qOXURiwJ8Ko
The multiplayer in game level editor is coming along super fast and is now getting super ultra close to release.
Revulsion Update : Current status of the in game level editor
https://youtu.be/2ICUfFga3bk
My plan is to have this fleshed out enough to be a part of Revulsion 1 by the end of the month. Its a huge undertaking though. So far so good though.
Everything regarding Revulsion 2.
https://youtu.be/_aJrKvxwggY
This video talks in depth about my current thoughts regarding a lot of things regarding Revulsion 2 development and how it effects Revulsion 1.
A big blog post update
This is a long blog post that goes into a lot of thoughts regarding everything right now. I talk about the In game Multiplayer level editor and everything.
TL:DR
The new level editor will be in a much more presentable state early next week at the latest. I will begin ramping up Revulsion 1 to support the new levels as well. Expect to begin seeing me live stream level design collaborations very soon.
If you like the direction things are going then buying Revulsion or donating to my stream is a great way to support my work.
Multiplayer in game level editor in action.
Here is me working with my level editing tool that I am developing in the unreal 4 engine. Its designed to be in game so it allows you to build levels with your friends and it will even allow people to play the level while it is being built!
Full Video link is here
https://d.tube/#!/v/thecastle/QmRXkTfRUAfpqvuiaXtmMeTW4RbBZsgejQKztX5zxcMZqp
So with all of this said you can see the editor in action and get a feel for what it is like to use. I plan to get the next version of the level editor out this weekend with the ability to build basic blockmesh levels in Revulsion 1 a week or so later.
DLive Stream : Recap : New meshes, info on the next Revulsion Patch.
Follow me here :
https://dlive.tv/TheCastle
So on tonight's live stream I managed to get a bunch of new meshes in place and begin working towards the player account system that will need to be designed for players to register and track their mods.
I was also able to fix up some major issues with the new Build of Revulsion. Revulsion is looking like its in good shape for me to plot out a new content patch. However I want to include a bit more than just a version upgrade for the next release.
I want to include content built in the new level editor as well as additional changes to current monsters in the game.
The below video goes into additional detail about things :
https://d.tube/#!/v/thecastle/QmZ8w7Zf7VebmbmLjexy4gmWA226Hb8zSWh2dEmSQEmgS4
Also keep in mind I am currently live streaming all progress on Revulsion almost daily. From 1:00 to 8:00 AM EST.
More info coming soon as well as another version of the editor soon.
In game multiplayer level editor for Revulsion Confirmed!
Get ready! I was able to get a level made in the editor running inside of Revulsion!
So what does this mean? It means that very soon anyone who wants to will be able to grab a friend and begin making levels for Revulsion in a multiplayer environment. This does not come at no cost however as I was forced to update Revulsion to the latest version of the unreal 4 engine. I wanted to avoid doing this at all costs because the conversion process can cause all kinds of obscure bugs to surface. So far things seem to be ok but I am noticing some potential issues I will have to address somehow.
Functionality for the editor is improving every day and I am pretty excited about getting a multiplayer level design session going. A lot of odds and ends remain as far as the functionality though.
Soon I will be doing live streams where I level design with other people.
You can see me talking about the editor on my Dtube channel here.
https://d.tube/#!/v/thecastle/QmPXjrRenDr3fmS5QtQXVZBLT5jBiEeMjZT7ZHriguNc2f
Plans for this week involve getting the level editor functional for Revulsion 1.
Tonight's stream is going to involve Doom 2 mapping and starting up on the development of the Revulsion 1 parser. This means that Revulsion 1 level design is on the plans now get ready!!
I have a means of implementation that will not only be fairly simple to hook up it will be far more efficient than other methods right out of the gate. There will be two different kinds of world spawn parsers.
Note * Everything that is being said below is potentially set to change based on various factors. I am mostly thinking out loud.
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The editor world spawn parser is what allows the in game multiplayer editor to do its magic where its possible to manipulate everything ect. All objects in the world are actors and are more performance intensive. This also makes it so that the only person who needs to save the world files is the server. Obviously this is going to be the case because if you are in this editing mode then the file doesn't exist yet :)
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The combat world spawn will load all world based static meshes as permanent objects with no need for replication. This means instant load times for both the client and server. The drawback is that both the server and the client are required to have the same exact files or it will cause problems. The advantage is that performance is massively improved.
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Regardless of the world spawn that is used I plan to allow people to both play and edit a level at the same time for Revulsion 2. In the case of Revulsion 1 editing this cant be the case because Revulsion 2 is going to have completely new game play systems in place. The only way that Revulsion 1 can load a level is in combat mode. Thus the combat world spawn should be easily ported over to Revulsion 1.
This is technically true for any game actually. Its technically easy to port this level editor to any Unreal 4 project that wants to use the editor.
Stay tuned and if you like the stuff I am doing right now then please support me. Follow me on DLive, and buy Revulsion! It helps so much!
https://dlive.tv/TheCastle
Revulsion is still alive and I am working on it constantly! I am hoping to get user made levels into the game very soon!