The prelude is here and available to download. I will keep the updates coming to that version, seems to make more sense. I activated the Cloud Saving, so if you open the Demo and afterwards open the Prelude, it should carry your progress, but in case it don't, here's a tutorial on how to manually carry the save file.
Save location tutorial
On your steam, Right-click the Roguevive and go to Managa > Browse Local Files
Once on the Local Files, access Roguevive > Saved > SaveGames
There is a file named "saveGame.sav", that is the one you need to copy and paste to the same directory on the Prelude.
That's it, any problems, feel free to send a message or leave a discussion on the forum, I will help those who need it.
Also I made some fixes, mostly multiplayer QOL.
Patch notes:
Changed reload bar color for better visibility
Slightly changed the Shotgun Wolf color in comparsion to the normal Wolf.
Now hides auto shoot marker when overring the auto aim with the shoot button.
Added lots of animations to the menu, and changed the selected borders for a better visibility.
Fixed the lobbies menu covering the refresh button
Fixed Endless Movement Speed Bonus not being reflected on Multiplayer.
Fixed Endless Health Bonus not being reflected on Multiplayer.
Fixed Big sized enemies not being big on multiplayer clients.
Fixed Xp Sound not playing on Multiplayer Clients.
Fixed Dash effect not appearing on Multiplayer.
Explosive Step now always generates an explosion, since the dash was nerfed this skill needed an upgrade, will make further changes on a later patch.
New upgrade option Knowledge.
As always, thanks for the feedback.
Update #13
Hello people, new update just arrived.
Patch Notes
Added a 5s cooldown to the dash.
Added a bar showing the dash cooldown, below the player.
Buffed the Shuriken pack from 3 to 10 projectiles.
Changed the Lightning Step description to better reflect it's usage.
Fixed the Pick up Range upgrade description on the Upgrades tree.
Fixed Pick up Range not working properly.
New Level Up Options, Magnet.
Changed second level ground color for better visibility.
Added 2 enemies to the second level.
Shotgun ammo changed from 1 to 2
Fixed a visual bug where Slimes sprite would sometimes flick when dying.
The dash is a powerful escape tool, together with the invulnerability upgrade, that gives a 0.1s invulnerability when using the dash, it became too powerful.
So there's a nerf, I intend on making an upgrade on the tree, to lesser the cooldown.
Right now I think the version is pretty stable, and I will focus on the Prologue Release.
Thanks everyone for your feedback and support, always.
Update #12
Hello everyone, it's the weekend, so the update is here.
Patch notes
Slime hitbox decreased
Add elite enemies.
Changed the item effects to use GPU instead of the CPU, for a better performance.
Added an error message when failed to create a lobby
Added an error message when failed to find lobbies
Added an error message when failed to join lobby
Fixed a bug where pressing space bar would select a level up upgrade
Fixed a bug where enemies on the same height would have their sprite flicker between who is in front.
Fixed the weapon damage upgrade showing 50% progression when it only gives 25% damage.
Changed the auto target logic to ALWAYS target the nearest enemy
Fixed the keybindings tooltip not changing when the player change the input.
Changed the text "item damage" to "skill damage" everywhere.
Fixed the buttons not working properly when first entering the game.
While this update is a little shorter than the other ones, I think a lot of people will be satisfied with the Auto Aim system right now.
Also the Prelude page is up, please feel free to wishlist it.
I will focus now on the Prelude release, I plan on getting Controller Support up on this next week, also will work on some content for the prelude.
As always thanks for the support, and the amazing feedback. Cheers.
Update #11
Hi everyone, weekend is the time for update. So here it is.
Pause menu fixed on online.
Fixed second stage boss name
Duplicate mirror nerfed from -10% to -20% damage.
Shatter mirror nerfed from -5% to -15% damage.
Bouncy mirror nerfed from -5% to -15% damage.
Soda nerfed, removed the Shoot Speed bonus.
Pills nerfed from +25% to +15% shoot speed.
Shuriken pack damage increased from 3 to 5.
EarlyBullet fixed a bug where upgrading the item when reloading would cause the base damage of the weapon to decrease.
Added an arrow showing the xp collector position.
Improved the spectate camera movement.
Sunheart, Thorn Ivy, Starfall, Boomerang and Little Moon have their upgrade lines changed and max level set to 10.
Two new upgrade options Paper Cut and Arsenal.
Fixed pause menu not working on online.
Can now join games via steam overlay and invites.
Fixed a bug where reroll would, sometimes, stop movement on online.
Fixed a bug where leveling multiple levels, would unpause during the choosing options
Immovable Dagger nerfed from 2 to 5 enemies per stack and max from 1000 to 100 stacks
Fixed a player disconnecting causing the game to interpret as the player being alive.
Fixed some items still working after a player left the game, on online.
New upgrade on the upgrade tree.
Upgrade Tree values changed
Weapons prices changed.
Fixed Explosive step effect crashing on some AMD graphic cards.
I am planning on launching a "prelude" version of the game, for marketing purposes, later this month. So my plan is to have a stable version, with everything working and balanced. Still need to work on the balancing part. I think for this week I will integrate Elite Enemies on the game, and better balance on the secon level. After that I think the game will be ready for an early version.
Thanks everyone for the feedback and support.
Update #11
Hi everyone, weekend means update. This one is a little big. Here are the notes.
Patch Notes:
Fixed several behaviour problems of the Reload bar both solo and online.
Blood Instinct now show damage text in Red, as critical, and the exact damage it does, instead of 999.
Gravi Push and Gravi Pull knockback increased by 50%.
Purple slime xp decreased from 3 to 2.
Fixed Gold Spent and Gold Collected not showing on Game Over Screen
Fixed a bug where the reroll was costing more than it should.
Changed Shuriken Damage color.
Add a 0.3s delay when exiting the pause menu and the level up menu, so you have time to react to the game coming back.
Fixed online Upgrade cards not being selected when clicking on the image of the upgrade.
Fixed SEVERAL problems with buttons not working in game.
Added an Increase size animation to level up cards when Hovered.
On endless mode, added a tooltip text showing the Health and Speed bonus on enemies.
Added armor value to the health bar.
Added a little animation to the skin selection, also changed the selected border.
Fixed Fire ammo effect being off-center.
Fixed Fire ammo effect playing after the enemy died.
Fixed movement being interrupted when selecting the Level Up option on Online.
On online, when an enemy teleport, it briefly stops damaging, so it don't damage a player that is not it's target.
Improved Moon movement on online.
A LOT of changes of how the networking works, should greatly improve online experience.
Changed Xp point movement logic, should improve the erratic movement when there was multiple points around.
Changed Enemy behavior online, to focus only on the alive players.
Reverted the nerf on the zombies movement speed
Added Player Level on the upgrades load out.
Also, New Stage with a new boss.
So, new content at last.
About the online, I feel like 40% of my development time is improving the performance online, and is still not good enough, there are some known issues that I am working on, like the spec camera and the other players sliding when there are too many enemies on screen. But still, this update improved a lot.
Also I will rework most of the upgrades this week, So please look forward to it. Thanks everyone for the support and the feedback, it really helps.
Update #10
Hi everyone. Some little fixes before a big update:
Patch notes:
Added outline to the Level up cards, since in the online version, image overlaps with the text, the text needed some contrast for an easier reading.
Added a Status screen on pause menu.
Changed the Xp point movement logic to fix some weird behaviors when there was too many points around.
Decreased the "get away" animation of the xp points.
Corrected several items not having a max level.
Added a golden border for max level items
Fixed a bug that enabled the click on the reroll button when it was not on screen.
Pills nerfed from 35% shooting speed to 25%.
Fixed a bug preventing different enemies to spawn on endless Mode.
Now Enemies get 20% movement speed per lap on endless, caps at 300% the initial movement speed.
Changed the Hp formula for Endless. Enemies will get 100% along the Lap, and a plus 100% when the Lap is completed. Example:
The first Level has 8 Minutes, and the Slime has 8 hp
At the 4 minutes mark the slime will have 8+4=12 hp
But at 8 minutes mark, it will have 8+8+8(a bonus 100% per lap) = 24
At 16 minutes mark, 8+16+16 = 40
And so on.
Thanks everyone for the support.
Update #9
Hi everyone, another update.
Patch notes:
Weapon damage changed to White from Red.
Boomerang damage color changed for better visibility.
Lightning Step damage color changed for better visibility.
Healing now shows a damage text.
Decreased damage number size.
Critical damage "!" text removed.
Critical damage now has a size animation.
Fixed a bug where the Damage Text was persisting when the game was paused.
Fixed a bug where the Pause Menu would not be clickable after showing the settings.
Fixed a bug where some Skeleton Heads had a larger hit box.
Player Hit box decrease, to normalize between the multiple skins.
Crossbow Skeleton projectile speed decreased by 25%.
Crossbow Skeleton projectile trail color changed for a better visibility.
Added a Skin selection screen, it's a placeholder for now since I am still testing some features.
Added the characteristic "running away" animation to the Experience Points.
Some more Quality of Life changes on the damage text, also a skin selection screen, as of now, those are just Skins, I am testing giving each of the characters a unique active ability.
Also I will focus on some content, like more stages, enemies, bosses and items.
As always, Thanks for the support.
Update #8
Here are this weekend update.
Patch Notes
Being far from teammates on online will show arrows pointing to their direction.
The damage text now has multiple colors depending on the source of the damage.
Fire Ammo effect is now continuous.
Fixed Fire Ammo effect sometimes showing behind the enemy
Corrected Coop tomb sprite order.
Added a confirmation screen when changing Full Screen Mode.
Fixed the game not saving the resolution option in some cases.
Settings menu added to the in game menu.
Fixed a typo in Explosion Step Upgrade
Fixed Explosion Step not showing up in the damage dealt screen.
New upgrade on the Upgrades Tree, Experience Collector.
Along this week I will rework the upgrades Tree prices and values, I feel some of the upgrades are too weak right now. Also will be working on the next level, that will probably be up on the next weekend.
Update #7
Hi folks, this was supposed to be a little update, but ended up being quite big.
Bug fixes
Improved Spectate camera Stuttering.
Fixed players pausing on online.
Fixed disconnect on multiplayer causing the game to never end.
Fixed the countdown in multiplayer.
Fixed the name of teammates getting stuck on some resolutions.
Fixed Meat Heal Upgrade not working as intended.
Fixed Starfall Sound not playing properly.
Fixed Custom Mouse Cursor not showing properly.
Patch Notes
When opening the password screen, focus on the password text.
Lightning Step radius decreased by 50%.
Removed the endless and the difficulty button on the lobby, for non hosts.
Changed the logic for auto aim, now change target when the enemy die, instead of when the enemy ends the fading animation.
Add music to the online lobby.
Added remap key bindings for the upgrade shortcuts.
Added Weapon muzzle flash.
Fire ammo effect color last longer, making it easier to see.
GraviPush color corrected to blue.
Reworked the audio in the game, so sounds don't overlap as much, creating a weird horrible sound.
Xp point size increased by 50%.
Holding the shoot button now overrides the Auto aim.
Player hit box size decreased.
Changed the bounce logic, now when a bullet bounce, it will reset it's lifetime, allowing it to travel further.
Changed the logic for reloading, starting the moment you ran out of bullets, instead of waiting for the attack cooldown duration.
Revolver damage increased from 5 to 6.
Pistol shooting speed increased by 20%.
Shotgun bullet lifetime increased by 50% and speed variation decreased by 50%.
Green Slime health decreased from 10 to 8.
Red Slime projectile speed decreased by 25%.
Purple Slime movement speed decreased by 20%.
Zombies movement speed decreased by 25%.
Skeleton Head size increased by 25%.
Skeleton Head hit box size decreased.
Crossbow Skeleton projectile speed decreased by 20%.
Increased Armor Skeleton health from 95 to 125.
Decreased Armor Skeleton Speed by 25%.
Decrease the spawn rate of Crossbow Skeletons.
Changed the spawn of Medium Eyes for Skeletons and Armor Skeletons, so there is less Enemy projectiles on screen.
Changed the curve of Enemy Spawn, so there's more enemies on screen. The idea behind these changes, is for the game to feel more like you are slaying a Horde of enemies. And since there's more slimes and zombies, there will more xp thus easing the overall difficulty of the fame.
So, that's it for patch notes, there are still some changes that I want to try out, some bug fixes here and there, but I am focusing on the next Map, I feel that the game really lacks content right now and I should focus on that.
For the past semester I've been working on the multiplayer online of the the game, and it's Here.
I actually remade the entire game on Unreal, so everything is a little different.
Patch Notes:
As of now, the multiplayer online is On, you can host a session for up to 4 players.
Auto-aim function, by pressing U, u can toggle between normal/auto shoot/auto aim.
The settings menu is completely changed, now you can change all of the controls there.
Every text is on a pixel Font, I will try to add an option to change this on a near future.
Decrease every enemy overall speed.
You can now select your update by pressing 1 2 3 4 5 on the keyboard.
Overall changes in the color of the game, since I changed the engine and remade the game, I tried to make it looks a little better.
Updated icons on the skill trees.
Known Bugs and Roadmap:
There are some issues left to be fixed in the online, such as the names above characters head behaving weirdly in the screen, also some projectiles are lagging even in higher frame-rates, so I am looking into it and will release a hotfix when I'm done fixing. Also for this week I'll work on a screen for the players to select their skin, kinda weird playing with 4 skeletons running around. Also for the next 15 days, I'm working on 2 new maps and some more upgrades.
Sorry about the lack of news, this last semester was a really long one, and hopefully will not happen again. I'm studying launching the game somewhere near February, so I will do my best to release lots of updates till there, and beyond. Please feel free to leave feedbacks and such.