Another Dev Update! This time I've expanded the decoration generator to fill the Xeno Mine with Rocks!
The Mines are much more fun to run through now. Combat is much better when you have some things to hide behind :) I also fixed a bunch of outpost-related bugs in this update (room visibility / warping / light placement is all much better) and added 2 Autosave types (when you enter an interior and when you finish editing your ship).
I'm getting closer to the 1.3.1 release! Next up I want to change it so I'm using EGSL to place items and enemies, so I can start populating the Mines with loot and other rewards. I also have a bit more content to add and combat polishing to do before full release! Very excited to get these out and then begin expanding even further!
Steam Library -> right click Rodina -> Properties -> Betas tab -> choose "dev" from dropdown (build is unstable!)
Dev Update: The Scrapper!
I'm starting to add new enemies to the game again!
The first is the Xeno Scrapper. This creature is part of the Undying's Scavenger class (like the Poacher and the Incinerator) - sent in to conquered territories to extract every bit of resources. The scrapper uses bombs (and perhaps eventually a drill) to break down anything from buildings to the mines within asteroids!
Find the Scrapper in the (in progress) Xeno mines on the asteroids!
This update also contains some tweaks to ship rotation control, as well as some subtle improvements (bevelling) to the ship models.
Steam Library -> right click Rodina -> Properties -> Betas tab -> choose "dev" from dropdown (build is unstable!)
Dev Update: Xeno Mine Tileset + Layout
Hello! I hope that your holiday season has gone well and you are enjoying the new year! I'm getting back into things and have completed a stone tileset for the new Xeno Mines!
This tileset is a little different from previous ones - it's 3x3 rather than 2x3. This means that you won't be able to us it for your ship! I also haven't built a Xeno door yet but I will add that soon.
This update also has some work on the EGSL for the Mines, so they will be more interesting than just square rooms now!
They are still buggy but starting to really come together! Hope you enjoy!
Steam Library -> right click Rodina -> Properties -> Betas tab -> choose "dev" from dropdown (build is unstable!)
Dev Update: Outposts Proof of Concept!
Here we go! Sliding in at the last minute before I head out for Christmas - The Xeno Outposts are live on the Dev branch!
This is just a first pass. It's very buggy (you'll notice visibility problems with the interior) and it uses human tilesets for now. The rooms are VERY basic, and the positioning of the entrances will probably need lots of work.
But - they are in! This is the beginning of the next stage of Rodina's development so I wanted to get a preview out for you guys to see before the end of the year.
Find outposts in the asteroid belt and have a Merry Christmas and a Happy New Year!
Steam Library -> right click Rodina -> Properties -> Betas tab -> choose "Dev" from dropdown.
(I also fixed a bunch of interior bugs and a problem where the jetpack would never turn off, preventing players from walking around!)
Rodina Update / AMA on Reddit
I made a new video talking about where the game is at and what the next chapter is going to be, and posted it to Reddit for a sort of AMA.
Join me over there to chat about the game, or just to show your support. I'd really appreciate it!
Rodina 1.3 - "Procedural Interiors" Released!
It's here! The Procedural Interior update is complete!
This update revamps the Vanguard Ruins using a procedural interior engine.It decides what kind of rooms to add, creates the room shapes and layouts, and then decorates them!
It also has a bunch of tweaks to combat (it's faster) along with a new UI for the editor. And of course, the usual set of minor bugfixes.
With procedural interiors in the game, I can begin adding Xeno Outposts to asteroids and planets!
Update Changes
* New Feature: Procedural Interiors - EGSL Productions
* New Feature: Procedural Interiors - Room Shape / Layout Engine
* New Feature: Procedural Interiors - Decoration Engine
* New Feature: Revamped Vanguard Ruins added back to the game (even for old savegames)
* Improvement: Simplified Interior Editor to use a "smear tile" model
* Improvement: Tweaked combat - blaster moves faster, missile cooldown reduced, Xenos see you faster, Poacher shoots faster
* Improvement: Lowered sound/music volume, both in initial option and also globally
* Crashfix: set proper locale to override user locale in case inconsitency causes EGM loading failure
* Bugfix: Limit bounds size for huge spaces
* Bugfix: Don't switch to "Door" mode until we've actually selected a door
* Bugfix: Don't allow editing airlock (again)
* Bugfix: Fix interior bounds loading from savegame
* Bugfix: Fix memory leak in editor
* Bugfix: Restore undo points to editor
* Bugfix: Make sure Bots don't get stuck looking at lights
* Bugfix: Rotate ship bounds to match interior root orientation (for sideways airlocks)
* Bugfix: Fix rendering interiors when "Fix Player" from inside Vanguard Ruins
PATCH
* Fix sound craziness when many robots are trying to get through a single door
* Fix error where projectiles would never die when shooting the surface of the sun
* Add "MaxSoundCount" option (not in options menu) to help prevent sound overload
* Tweak mouse accuracy in editor
* Fix memory leaks in editor and with palettes
1.3 Beta!
It's here! The 1.3 Beta, with Procedural Interiors for the Vanguard Ruins, has arrived!
Please help me out by loading it up and playing for a while. If you see bugs, please post on the forums (not here in the comments please!) or email me at brendan@elliptic-games.com
I think the beta is pretty solid so this will be a relatively short beta period.
Don't be shy - your help is massively appreciated! Thank you all for your help and support!
Steam Library -> right click Rodina -> Properties -> Betas tab -> choose "beta" (or "dev") from the dropdown
Dev Update: Coming Together!
This is it - the last Dev Update before Rodina 1.3 is released!
This update adds in the last component of the interior generation: matching the entities to their proper room types!
Now, bedrooms are really bedrooms and bathrooms are really bathrooms. This is the last piece of the generation puzzle - now we have all the ingredients to start making Xeno Bases!
Next up will be the beta release. The system needs polish. Right now there is no variation, which I can improve somewhat but ultimately will improve as more entity types are added to the game. Also the placement algorithm needs more work as some objects (like crates) are still placed mostly randomly.
Finally, I need to improve the room layout engine. Several of the Vanguard Ruins have bad layouts, leading to inaccessible rooms - not acceptable!
After I do some polish, I will release version 1.3, do a little bit of PR work, and move straight on to the Xeno Asteroid Mine!!
To try dev branch: Steam Library -> right click Rodina -> Properties -> Betas tab -> choose Dev from dropdown. Start a new freeform game to check out the Vanguard Ruins!
Dev Update: Organization!
It's Dev Update time! I've been hard at work on the system that will organize interior entities!
We're getting closer to full-blown procedural interiors and I'm so excited!
Next up, I need to polish this system a lot and do the thing where it picks the right entities for the kind of room. But the hard part is over!
We're almost at the tipping point, I think folks! Once the Interior Update is done, I am going to immediatly put basic Xeno Outposts in the game. Very simple at first, but then I'll add a new enemy and start work on decorations for the outpost. It'll be frequent updates with new content every time.
One more dev update coming up, and then 1.2.6 will be released!
To try dev branch: Steam Library -> right click Rodina -> Properties -> Betas tab -> choose Dev from dropdown. Start a new freeform game to check out the Vanguard Ruins!
Dev Update: What a Mess!
Dev Updaaate! I've finally added "stuff" to the interiors, and what a random mess of stuff it is!
First implementation is just a random assortment of entities with no logical connection to the room, and they are laid out in a kind of regular spacing.
The combat in the Vanguard Ruins is now more impossible than ever, haha
Most of the real work for the interiors was under the hood. I added oriented bounding box collision tests, so that decorations will not intersect with other decorations, nor (mostly) with the walls. This wasn't needed for the lights but is necessary for the room layouts!
Ingame you won't see items boxed this close to one another (yet) but here are some shots so you see what I've been up to.
I also did some major optimizations which made the room generation and decoration layout about 10x faster.
Next up: either cleaning up the room layouts so it's not so messy, OR the system which picks item types according to what type of room it is. Not certain yet!
Steam Library -> right click Rodina -> Properties -> Betas tab -> choose Dev from dropdown