Roche Fusion cover
Roche Fusion screenshot
Genre: Indie

Roche Fusion

Dev Log - Pretty protection is pretty

As first post in our weekly series of dev-logs, I wrote a little description of how we simulate and render shield effects in Roche Fusion.

I compare the simple effect we had at first with the one we are using now and explain in detail how it was created.


I'd post the entire thing here, but it has a couple of videos and pictures which I cannot include here.

If you are interested in how we create graphical effects like shields, be sure to head on over to our website and take a look!


Link: http://rochefusion.com/devlog/344/pretty-protection-is-pretty




Enjoy the pixels!

We never left

When we finally left our dark basement after the release of Roche Fusion a few weeks ago, we had to spend a while catching up with all the new technological advances like bent screens - intentional or not - and 1000 dollar smartwatches. With that all settled however, we have started working on our first content update that we will be releasing for Roche Fusion. I don't want to spoil things too much, but the update might have something to do with a new playable ship and smarter and new foes. There are still some gaps to fill in, so if you have some cool ideas about what we could add or what should definitely change, don't hesitate to send us your feedback and ideas through our forums or our Steam Community.

You might already have seen us working during livestreams or seen some pretty pictures on Twitter. We will continue keeping you updated through those channels, and visiting our livestreams often includes some interesting reveals about the upcoming content. We will also keep you informed of all the stuff we are working on through our dev log. Starting from today we will post a new entry every week with some cool behind the scenes information and maybe a bunch of code every now and then.

There has been no better time to start following the dev log than right now. If you want to make sure you never have to miss a single post, you can subscribe to the Atom feed right here. We will also send an announcement every time a new dev log comes out on our Facebook page, or you can follow the devs on Twitter for these announcements and many more inside information (@amulware & @tomrijnbeek). Finally, if you are interested in checking out how we add new content to Roche Fusion and maybe even want to influence how it is made, make sure to keep an eye out for live stream announcements, or follow the devs on Twitch (http://twitch.tv/amulware & http://twitch.tv/tomrijnbeek).

Check back next week for pretty images, fascinating insights, and also: explosions!

Changelog - Version 1.0.1

While we are very happy with how few people have encountered problems with Roche Fusion since our recent release, virtually no game of decent size releases without bugs.

This patch solves a couple of minor issues, and adds a few features that will allow us to diagnose and fix any exotic problems that may remain considerably faster.
Further, we change some technical code related to our content pipeline to make compressed game files stable across builds. This means that all our future updates will be much smaller downloads.

Full changelog:
  • [+] ships that have never been played up with are now more easily recognisable
  • [+] upgrades with newly unlocked information are now highlighted in the upgrade almanac
  • [+] the extras menu now is highlighted when there is new information on upgrades
  • [+] a button to visit the tree of unlocking has been added to the ship unlocking pop-up
  • [+] all program output is now stored in a log file
  • going to the ship selection from the game over screen now stops the in-game music
  • bug circles spawned by the epic dragon now light up when hit to make it more clear players are damaging them
  • upgrade stations are no longer permanently shown in their opened state when the setting to always show descriptions is enabled
  • epic bosses no longer move faster horizontally based on framerate
  • red bugs and snake now also collide while in ghost mode, removing the awkward expansion of swarms on spawn
  • exception handling during the loading process has been improved
  • the game once again warns the user when the used OpenGL version is not sufficient to run the game instead of exiting silently
  • a bug where the navigation would break in the coop game over screen under certain circumstances has been fixed
  • improved mod compression to be consistent across builds for significantly smaller update sizes in the future

Changelog - Version 1.0.0

  • [+] credits
  • balance changes
    • bosses now have 50% health in coop
  • the statistics screen now shows the total playtime
  • when going back to the ship selection directly from the game over screen from a coop game, the second player is now enabled by default
  • navigation in the upgrade almanac has been improved
  • final music and sound balancing
  • the order of the ship icons in the coop leaderboards has been fixed
  • fixed boss music not stopping after a boss fight is finished (for good now)
  • increased default controller deadzone (existing saved settings will not be changed)
  • the error reporting has been improved
  • due to an issue with steam screenshots in opengl games, they turn out black; a fix was introduced for the in-game screenshot button (default: P), but F12 will still not work

Changelog - Version 1.0.0-rc2

  • [+]added descriptions for all upgrades in the upgrade almanac
  • [+]added an option to reduce or disable low health feedback
  • [+]added ship icons to the leaderboards
  • [+]a sound has been added to the bullet timer
  • [+]sounds have been added to the unlock pop-ups
  • [-]the console has been disabled
  • balance changes
    • modifiers now increase the multiplier if there is no equipment left to improve
    • normal difficulty pacing has been improved
    • enemies in normal mode have been given slightly less health
    • upgrades are more difficult to get later in the game in easy
    • quickcharge and armour plating now are less effective in easy
    • the health of bosses now scales quicker
    • freaking laser damage has been nerfed
    • starlaser damage has been nerfed
    • the purple boss will no longer spawn with red pew weapons and will now always have a combination of swarm and normal purple missiles
    • some green enemies had their values slightly increased
  • achievements/unlocks
    • the Arrow unlock requirement (and its achievement 'Tank') had its damage absorbtion requirement increased to 7.5k from 5k
    • the Multiplied achievement now requires 10k combo kills instead of 1337
    • the Gotta catch 'em all! achievement now requires 1337 ultimate orbs instead of 1200
    • the Bullet sponge achievement now requires 50k combo kills instead of 10k
  • the main menu shows both easy and normal leaderboards now
  • the life icons have been replaced by ship specific life icons
  • players now revive by spawning in a locked upgrade station, making it more clear the player is returning into play again
  • the statistics and leaderboards on the game over screen are now loaded sooner
  • the ship names in the game over screen now also show the icon next to it
  • drones now shoot in the player colour
  • the audio no longer can go completely silent when the shield has almost depleted
  • killing a red snake no longer plays the boss explosion sound
  • several sounds had their volumes rebalanced
  • strings for gamepad buttons have been improved
  • lines of spikies now stop spawning new ones when a warp is imminent
  • combos and multipliers have been disabled for background games
  • red snakes no longer look stuck on the background screen
  • fixed an issue where the game would not spawn new enemies
  • the boss music now stops playing after a boss fight more reliably
  • fixed a rare crash that occured while loading corrupt savefiles
  • the quickcharge no longer keeps applying its recharge modifier
  • a hit sound is no longer played on start of the game
  • the phoenix shockwaves no longer affects projectiles, causing the plasma bullets to shoot in odd directions

Changelog - Version 1.0.0-rc1

  • [+] full mouse support for the ship selection screen
  • [+] each ship can now also be unlocked through performing a special task as described in their preview
  • [+] achievements
    • Wasted
    • Like a boss
    • Leprechaun
    • Gotta catch'em all!
    • Loyal friend
    • Mine!
    • Specialists
    • Thousands. Hundreds of thousands.
    • Bullet sponge
    • Poor wingman
    • Carefully calculated
    • The hard way
    • Perfectionist
    • Risky
    • Old school
    • [Don't lose any lives during an epic boss fight.]
  • [+] statistics
    • total damage dealt
    • total damage absorbed
  • [-] the version overlay has been removed (the version can still be consulted in the debug overlay (F3))
  • balancing changes:
    • the phase shield and quickcharge upgrades have been nerfed
    • the orb magnet has been nerfed to not be all devouring any more
  • sounds for boss explosions have been added
  • the main menu music has been updated
  • all background music has been mastered
  • the unlock pop-ups have been made more "poppy" (don't pin this on me, just quoting our graphics programmer)
  • friends leaderboards have been added to the game over screen
  • the coop game over screen no longer shows ship specific scores
  • made the game over screen more "swooshy" (seriously, just drop it)
  • modifiers for primary weapons now also show icons
  • the ship preview now also shows the ultimate, the amount of epic boss kills, and the special task of that ship
  • the ship unlock requirements will only be visible if unlocking is unlocked
  • the N0P3 unique upgrades have been renamed
  • the epic boss warnings has been graphically improved; so pretty now
  • the sounds also fade out during the epic boss warning now and a better warning sound has been added
  • the transition from boss music back to normal music has been improved
  • projectile explosions have been graphically improved
  • the extras menu now remember what item was selected when using the back button on the tree of unlocking or upgrade almanac
  • the achievements can now be consulted from the extras menu
  • small graphical and textual changes to several menu elements
  • the Flawless achievement now requires you to reach the third set of upgrade stations without getting hit; the Can't touch this achievement requires to activate an ultimate without getting hit
  • choosing an upgrade slot for the second player now works correctly
  • choosing an upgrade slot no longer activates the ultimate
  • when selecting the resume option on the main menu, the game will wait for the player to release all the action buttons to prevent the player from accidently activating an ultimate
  • the mouse cursor no longer goes invisible on menus
  • an issue with the Wasted achievement has been fixed
  • a crash when picking the D.O.C. upgrade has been resolved
  • a crash when picking the Armour Plating upgrade has been resolved
  • resolved an issue where some statistics related achievements would not unlock during the game, but only at the end
  • a possible issue with saving when unlocking multiple things at the same time has been resolved
  • also: freakin' version 1!

Release platforms

The release is getting closer with the day and we are currently working on finishing and polishing the final things. I also have to bring you some sad news however.

Ever since the start of this project, it was our goal to release Roche Fusion for as many pc platforms as possible. We've had a running OSX version for a while now, but when we started incorporating Steam we ran into problems. The library we depend on for implemented the Steam API on our game has a problem running on newer Mono versions, which we require for our graphics engine. This means that it is impossible for us to get the OSX version to work with Steam. Even though we have spend many hours trying to resolve these issues, we had no other choice than to exclude OSX as release platform.

Earlier in the project we already ran into some issues with the Linux version, which are also currently out of our scope to fix. This leaves Windows as the only release platform for now. As the majority of pc gamers still uses Windows as primary gaming platform, we will focus on releasing the game on Windows.

This does not mean we will not continue to pursue other platforms to release Roche Fusion on. After the Windows version is release we will keep working together with the creators of the libraries we depend on to bring you Roche Fusion on as many platforms as possible. As soon as we are confident that the game runs on a new platform, we will release support for that platform in a patch for everybody who has bought the game so far.

Until then we will continue to provide support and updates for the Windows version, which is still planned to release January 23.

Changelog - Version 0.27

  • [+] visual and auditory feedback for running low on shield has been added
  • [+] upgrade almanac
  • [+] a completely new epic boss soundtrack has been added
  • [+] several new sounds have been added
  • [+] statistics
    • combo kills
    • epic boss kills are now counted per ship as well
    • epic boss kills are now also counted separately for coop
    • single player games played
    • coop games played
  • [+] achievements
    • First blood
    • A good start
    • Can't touch this
    • Requiscat in pace
    • It's over 9000!
    • Lost count
    • It's super effective!
    • Explosive party
    • The part where he killed you
    • Expert
    • Prodigy
    • Make it so
    • Technomancer
    • Ultimater
    • Ultimatest
    • Loyal friend
    • Loyal friends
    • [Kill 1337 enemies during combos.]
    • [Kill one hundred mini-bosses.]
    • [Kill ten epic bosses.]
    • [Don't lose any lives during an epic boss fight.]
  • balancing changes
    • made small changes to epic boss probabilities to make both bosses roughly equally likely to spawn
    • the bat ultimate had its damaged buffed
    • all modifiers have been balanced
  • statistics, achievements, and leaderboards will now be disabled when the mod integrity can't be confirmed
  • mini-boss and epic boss kills are now displayed separately on the game over screen
  • the amount of drones disabled has been added as statisic to the game over screen
  • the unique upgrades are now included on the ship information panel
  • the equipment on the ship information panel has gotten a better markup
  • the tree of unlocking now shows the unlock states of all ship specific unlocks
  • red spiders now also drop modifiers and ultimate orb when killed through cutting their thread
  • difficulties can now only be unlocked after unlocking is enabled
  • the game will no longer crash on start when no audio playback devices are be found
  • bosses can no longer get their damage scaled to the point where they heal on every hit
  • the overheat state of the bat primary is now indicated by its laserpointer
  • the basic shield and quickcharge had their graphics improved
  • small graphical improvents to the projectile hit particles of the arrow and n0p3
  • modifiers now include an icon of the upgrade they improve
  • the quickcharge no longer gets worse through modifiers
  • a missing primary icon has been added on the rebind controls screen

Changelog - Version 0.27

  • [+] visual and auditory feedback for running low on shield has been added
  • [+] upgrade almanac
  • [+] a completely new epic boss soundtrack has been added
  • [+] several new sounds have been added
  • [+] statistics
    • combo kills
    • epic boss kills are now counted per ship as well
    • epic boss kills are now also counted separately for coop
    • single player games played
    • coop games played
  • [+] achievements
    • First blood
    • A good start
    • Can't touch this
    • Requiscat in pace
    • It's over 9000!
    • Lost count
    • It's super effective!
    • Explosive party
    • The part where he killed you
    • Expert
    • Prodigy
    • Make it so
    • Technomancer
    • Ultimater
    • Ultimatest
    • Loyal friend
    • Loyal friends
    • [Kill 1337 enemies during combos.]
    • [Kill one hundred mini-bosses.]
    • [Kill ten epic bosses.]
    • [Don't lose any lives during an epic boss fight.]
  • balancing changes
    • made small changes to epic boss probabilities to make both bosses roughly equally likely to spawn
    • the bat ultimate had its damaged buffed
    • all modifiers have been balanced
  • statistics, achievements, and leaderboards will now be disabled when the mod integrity can't be confirmed
  • mini-boss and epic boss kills are now displayed separately on the game over screen
  • the amount of drones disabled has been added as statisic to the game over screen
  • the unique upgrades are now included on the ship information panel
  • the equipment on the ship information panel has gotten a better markup
  • the tree of unlocking now shows the unlock states of all ship specific unlocks
  • red spiders now also drop modifiers and ultimate orb when killed through cutting their thread
  • difficulties can now only be unlocked after unlocking is enabled
  • the game will no longer crash on start when no audio playback devices are be found
  • bosses can no longer get their damage scaled to the point where they heal on every hit
  • the overheat state of the bat primary is now indicated by its laserpointer
  • the basic shield and quickcharge had their graphics improved
  • small graphical improvents to the projectile hit particles of the arrow and n0p3
  • modifiers now include an icon of the upgrade they improve
  • the quickcharge no longer gets worse through modifiers
  • a missing primary icon has been added on the rebind controls screen

Changelog - Version 0.26

  • [+] the unlock requirements for ships are now shown on the ship selection and ship tree screen
  • [+] the game over screen now shows which ship was played with
  • [+] Steam authentication
  • [+] achievements
    • Versatile
  • balancing changes
    • the amount of modifiers spawned per enemy has been reduced
    • the lifetime of modifiers has been increased
    • the fifth and every tenth combo kill now drop a guaranteed modifier
    • warps that don't end at upgrade stations have been extended and drop modifiers
    • killing an epic boss now always causes upgrade stations to spawn
    • dark blue drones can now appear in smaller numbers and the stronger dark blue drones appear later in the game
    • purple drone formations taking up the entire width of the playing field have been removed
    • larger red spiders now appear later in the game
    • larger green enemies now appear later in the game
    • some bosses had their health slightly buffed
    • made several enemies ahve slightly lower health
    • made bullet time last longer, and have longer cooldown
    • reduced aim speed for laser drones
  • the issues with Xbox 360 controllers have been fixed
  • a particle effect has been added when armour plating is damaged
  • P.E.W. and L.E.D. now face upwards when idle
  • resolved an issue where the game would register some damage as negative damage
  • the unlocks are now shown before the game over screen, instead of on top
  • the confirm pop-up for ship selection no longer shows up for locked ships
  • several aestethic changes to the ship selection screen have been made
  • the game now does not start in fullscreen by default, as described in the setting description
  • retro is the new default upsampling method
  • the extras item on the main menu now goes to an actual extras menu
  • a back button and title have been added to the ship tree screen
  • for games with more than one player, the game over screen doesn't leave empty space for bars for statistics being 0
  • trails have been added to the captain claw claws when thrown
  • fixed wasps not targeting snake boss properly
  • fixed a rare crash related to leaderboards on game start
  • fixed a rare issue where the player would warp right after upgrades when waiting too long
  • the epic dragon boss no longer continuously spawns enemies in background games