Vincent and Schmitty began work on their task. From their basement headquarter under the stairs, one of the first things they had to tackle was to answer some basic questions: What limitations will they face? Both in terms of the tools they have at hand and the available content. What is the story? Will there be a main character? And if yes, who?
You might have guessed it. Right now both Schmitty and Vincent follow the idea of a handcrafted level. Thoroughly planned from beginning to the end, with high and low points, special segments, a dedicated story, and more.
We’re still curious where everything will lead us. Right now it promises fun.
What are your thoughts??
Anyone up for something new in Rogue Stormers?
While cleaning up today we found some long lost developers living in a hidden room under the stairs in the studio dungeons:Schmitty and Vincent. Wondering what to do with them we finally decided to throw them on Rogue Stormers. Their mission: To design something with the existing assets of RS within two weeks.
Something we don’t even know if it’s possible. But they are sincerely confident to make it, given the deep dungeon expertise they gained during their tenure under the stairs.
We will cover the progress of this experiment, in real time and release information, images, videos and everything we have on it – except the source code, of course – as soon as we have it. You’re free to send us comments, suggestions, your plain thoughts, in fact, we would very much like it if you did so.
We have no idea, where this will end, but we’re eager to see.
With that said… Let the gamesperiment begin.
Update to Version 3234: Adding additional languages
Today's patch adds two new languages to Rogue Stormers:
Polish and Dutch.
Rogue Stormers Patch #3228
we fixed a bug in the translation matrix. Portuguese and Brazillian-Portuguese translations are working again.
BFG plays: Rogue Stormers
Hey all. We're starting a new video series. BFG plays: games... First game is - naturally - Rogue Stormers, since we're in the middle of the launch preps.
Head over to Youtube if you're interested, give it a thumbs up. And share it everywhere. :)
In other news. We've made massive progress fixing our audio problems. ;)
We have release dates for Xbox One and PlayStation 4
We have release dates for the Rogue Stormers PlayStation 4 and Xbox One versions. In addition we offer a bundle with Giana Sisters: Twisted Dreams on both platforms.
We’re very happy to announce that we’re able to offer Rogue Stormers now to an even wider audience: We are adding Turkish and Traditional Chinese to the list of supported languages.
Discover the city of Ravensdale and its goopy history all anew with the help of these new settings available.
Rogue Stormers goes Linux
Since the Steam release of Rogue Stormers in April, we have been working on a Linux version. That port has been finished, and is available on Steam now. It contains all the fixes and improvements we delivered for the Windows version. And more!
At the same time we uploaded an update for the Windows version. Apart from a couple of bug fixes, it now features multiplayer compatibility with the Linux version, enabling players of both versions to fight the evil Hector von Garg together.
Happy hunting!
Change-Log (v3205): New Features:
Mod blacklist for weapons.
Multiplayer compatibility with Linux version.
Bug Fixes
Audio - intros + outro sound hearable also if the volume for FX / music is 0.
Presto + Suspension Spring Upgrade == No bouncing primary fire
Overpowered Secondary Weapons Mods: Mods not applying to right projectile.
Local co-op - secondary weapon (recharge per damage) not working for player 2 - 4.
Character changed to Presto if reset the progress during a mission. Now the game exits to main menu.
Pressing and holding secondary fire while the secondary weapon is out of ammunition keeps you from shooting.
Inherit orientation flag not replicated for trigger shapes.
Interface - proper HP bars for Dark Matter (mob); Goblin walker and Battle gate.
Multiplayer - Client - Local player (Host) interface wrong (EXP bar displayed).
Changes:
Goblin walker kill category. They now show up in the damage count grinder.
Blacklisted perforating for surge caster.
Blacklisted bouncing for moonlight claw.
Removed rusty drill from mods.
It returns!
The BFG Live Show is finally back, today at 6PM CEST/12PM EDT on our usual twitch channel.
You have a question you want answered?
Pop it in the comments and we'll get to it live tonight!
See you there!
https://www.twitch.tv/blackforestgames
Change-log for [build]34
The patch is now live on the stable branch. The cause of the random crash has been identified and fixed. We also found and fixed a few other bugs compared to the weekend patch.
Below you'll find the change log for this version.
Gameplay:
Improved: Boss Camera on 4:3 screens
Changed: Squid can only be activated with the primary weapon now
Fixed: Final boss (second phase) was no valid target for Sentry Gun / Railgun
Fixed: Enemy blood was triggered also if no damage taken
Fixed: "Bouncing" projectiles can hit the same enemy up to 3 times (damage x3)
Fixed: Modifier "bouncing" can create more as one object
Fixed: Presto's flamethrower can go through enemy shield
Fixed: Dead end possible in one of the mission 7 variants
Fixed: Enemies on stairs sometimes no longer reacting
Fixed: Brecht’s ability (piercing) was not working with replacement weapons
Fixed: HP reduced to 20 HP (mission 2) if you finish mission 1 without damage *NEW*
Multiplayer:
Fixed: Client can't hit sharkopede body
Fixed: Possible Client disconnect if the mission loading took too long
Fixed: Client - reflect projectiles can be duplicated
Fixed: Local co-op - Slot 1 Keyboard / Mouse input - only keyboard key hints are displayed for all players
Fixed: Public player can join private matches (after game over screen)
Fixed: Join / Invite to game via Steam overlay was breaking the game (now a correct message is displayed)
Fixed: Dead Player 1 (Host) – no grey or golden keys added to the Inventory
Graphic:
Improved: Increased the range when the background is no longer shown outside the screen
Improved: We increased the update window size to prevent stuttering enemy animations at the border of the visible area *NEW*
Fixed: Animation glitch with the level end drop pod
Fixed: Shop - Burrito upgrade had the wrong icon
Fixed: Animation glitch with the player drop pod in Multiplayer
Fixed: Multiplayer - Dead player was partial visible and was following the lead player *NEW*