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Some platformer levels have newly designed foreground elements
Some platformer levels have newly designed foreground elements
Rogue Randy now has a 2D platformer level, and a mini-map. Removed enemy combats from main level to make map traversal more enjoyable.
Rogue Randy now has a 2D platformer level, and a mini-map. Removed enemy combats from main level to make map traversal more enjoyable.
More bosses are scattered across the land! Each one has its own vulnerability, so experiment a bit see what you can find!
More bosses are scattered across the land! Each one has its own vulnerability, so experiment a bit see what you can find!
Sorry guys that it has taken me so long to implement some new changes. Being in college has been quite an adventure! Needless to say, I have learned a lot and am trying to implement what I have learned into this video game! I hope that you guys enjoy what I have made so far if no
Sorry guys that it has taken me so long to implement some new changes. Being in college has been quite an adventure!
Needless to say, I have learned a lot and am trying to implement what I have learned into this video game!
I hope that you guys enjoy what I have made so far if not let me know!
Randy now has a crazy cool backstory! Collect glowing rocks to find out what happened. If you collect enough without dying then you will unlock a hidden ability!
Randy now has a crazy cool backstory! Collect glowing rocks to find out what happened. If you collect enough without dying then you will unlock a hidden ability!
Randy's enemies now have a higher sense of awareness when fighting him. Most opponents that throw a projectile Randy's way will now run when he is too close. Enemies that lunge or jump at Randy now have a much more controlled way of doing so. Randy now has the ability to swing hi
Randy's enemies now have a higher sense of awareness when fighting him. Most opponents that throw a projectile Randy's way will now run when he is too close.
Enemies that lunge or jump at Randy now have a much more controlled way of doing so.
Randy now has the ability to swing his sword more frequently without his torch being equipped!
Mash the melee button to unleash a frenzy!
Randy can now hold his blocking stance! Opponents that generate bleed damage still affect Randy, however, just so the pace of the game isn't bogged down by constantly blocking.
Press the Block button to see the results!
A light source also follows around Randy to help you see the distance that Randy can reach with his melee attack
There is a new item within the game that allows Randy to teleport from one part of a biome to another.
Gather up the green ooze from cacti or the really buff looking snails!
I will be uploading videos to give a preview of the mechanics as well if my explanations are not cutting it!
Lastly, since so many changes have been made to the game I have decided that I will be remaking some of the older trailer videos. Just a heads up as to why I am not making as many updates.
Randy now has the uncanny ability to create items with the right ingredients. Traverse the world and find what you need to help yourself survive. A smoke bomb can now be created as well. Did you drop your torch and are too afraid to go back for it? Just make a new one! Want to sl
Randy now has the uncanny ability to create items with the right ingredients. Traverse the world and find what you need to help yourself survive.
A smoke bomb can now be created as well.
Did you drop your torch and are too afraid to go back for it? Just make a new one!
Want to slow down your opponents and you aren't near any grass or cattails? Make a smoke bomb!
The crafting system can at the moment be navigated with the arrow keys or the mouse. I tried to accommodate multiple preferences.
It took a while for me to figure this out but thanks to the indie game developing community on Youtube and a few Reddit pages I was able to readjust the inventory! The new system that is in place now is configured with keyboard input. A mouse is no longer required unless pausing
It took a while for me to figure this out but thanks to the indie game developing community on Youtube and a few Reddit pages I was able to readjust the inventory!
The new system that is in place now is configured with keyboard input. A mouse is no longer required unless pausing or dying in the game!
Thanks again guys and gals for bringing this to the forefront of issues I need to fix. If someone didn't address it I would have just left it as is. This would be a bummer because I feel like the game is so much more polished now and can't wait to hear back with what you have to say!
On a side note, I was not able to keep the dialogue items that I had in-game. I found through playtesting however that not a lot of people were looking for those. If enough people reach out however I will try my hardest to bring it back.
I plan to have an item that freezes time now that the inventory system doesn't do that anymore. I don't know how fancy I will get with the animation aspect but it could take a bit.
Randy learned how to poison meat, to be honest this is a very specific skill, but nonetheless a fun little behavior. Bait can now be used to reduce the health of enemies that eat it, or stumble over it. The limitations are as follows: 1) You have to be hiding for enemies to take
Randy learned how to poison meat, to be honest this is a very specific skill, but nonetheless a fun little behavior.
Bait can now be used to reduce the health of enemies that eat it, or stumble over it.
The limitations are as follows:
1) You have to be hiding for enemies to take the bait if you are not hiding enemies will still try to attack you.
2) Once the bait item is picked up you have to press 'E' to place it on the ground.
3) Only one-piece of bait can be placed at a time. You can gather multiple pieces but only one can be present on the map.
There will also be a trailer video uploaded shortly after this post to help simplify the process.
In efforts to fix this while still maintaining the graphic appeal that I am going for I decided to give Randy a little bit of wiggle room with the amount the map, he can see. On the other hand, if your torch isn't equipped then your movement speed is reduced. I have had a few peo
In efforts to fix this while still maintaining the graphic appeal that I am going for I decided to give Randy a little bit of wiggle room with the amount the map, he can see.
On the other hand, if your torch isn't equipped then your movement speed is reduced.
I have had a few people reach out to me personally about this issue and I want you to know that I am trying to make your voices heard while still keeping my vision for the game in-tact.
I also apologize for how long it has taken me to get these past initial updates through. I recently have been trying to get the inventory system I have in place to register keyboard input instead of a button press via mouse. With how I have the inventory system set up right now I just need to create an entirely new one from scratch is what it looks like.
All in all thanks for getting ahold of me especially in these troublesome times. Stay safe and let me know of any other concerns that you might have with the game.
The map of the game is separated into three distinct portions. There are little pink gems scattered about the map that can be used to unlock the specified areas. The key for the starting room doesn't appear until the "tutorial" of the game is finished. A torch mechanic was added
The map of the game is separated into three distinct portions. There are little pink gems scattered about the map that can be used to unlock the specified areas.
The key for the starting room doesn't appear until the "tutorial" of the game is finished.
A torch mechanic was added so when the player gets hurt the torch doesn't fall every time.
The tall grass and cattails also cause certain enemies to move slower when they are passing through. I am trying to make the environment more of a tool instead of being just an empty space to run around in.
Made a new song to go with the game if the wind-effect audio gets stale. The environment despite being super dark is now supersaturated with colors and the lighting of the environment has a glow effect added. Let me know what you guys think... I like it but if it is too much of a
Made a new song to go with the game if the wind-effect audio gets stale.
The environment despite being super dark is now supersaturated with colors and the lighting of the environment has a glow effect added.
Let me know what you guys think... I like it but if it is too much of a change I can dial it down a bit, or if everyone doesn't like it I can change it back.
You can now hide in oddly-shaped boulders and ONLY only shaped boulders (at the moment). Most creatures within the environment are careless enough to just let you pass by others are clever. It is up to you to figure out which are which. The plan is to expand on this concept with
You can now hide in oddly-shaped boulders and ONLY only shaped boulders (at the moment).
Most creatures within the environment are careless enough to just let you pass by others are clever. It is up to you to figure out which are which.
The plan is to expand on this concept with other obstacles within the environment, so stay tuned.
Other audio effects were also added into the game to make it more IMMERSIVE!
You can now build barriers in areas where the locked doors used to be, but there is a catch! Sticks have to be picked up in order to build the barriers and it just so happens that giant chest carrying snails are the only animal in the game that is able to rustle some down. Once t
You can now build barriers in areas where the locked doors used to be, but there is a catch! Sticks have to be picked up in order to build the barriers and it just so happens that giant chest carrying snails are the only animal in the game that is able to rustle some down.
Once the barrier is put into place creatures will try to knock it down so be careful of your surroundings.
A food bar is now incorporated into the game to make you feel a sense of urgency as you explore!
There is also a super cool potted plant that increases the size of your food bar/stomach because that is SUPER realistic!
A new animal is in the game that spawns oil Flasks which decreases how often you have to relight your torch.
I also decreased the lighting on the map for like the fifth time because the spookiest time of the season is coming soon and I feel like it adds to the importance of the torch.
Randy now has the ability to block attacks with his trusty dagger! Why is this important, why not just roll out of harm's way like the slippery eel you are? Because now every time that you drop your trusty torch it has a chance to go out! OOOOHHHH SO REALISTIC!
Randy now has the ability to block attacks with his trusty dagger! Why is this important, why not just roll out of harm's way like the slippery eel you are? Because now every time that you drop your trusty torch it has a chance to go out! OOOOHHHH SO REALISTIC!
Hey, there folks I decided that these particle effects that I found out about really add a lot of extra value cosmetically speaking so I added more. A lot of the enemies will now generate an effect when hit. I also created a respawn mechanic. Every time that you kill a certain am
Hey, there folks I decided that these particle effects that I found out about really add a lot of extra value cosmetically speaking so I added more. A lot of the enemies will now generate an effect when hit.
I also created a respawn mechanic. Every time that you kill a certain amount of enemies you get an extra life.
The tutorial system also had a bug that took a while to figure out how to fix but I got it all situated now.
Hey there gang... I created a little particle effect that is activated when you take damage or roll. I really think this little change adds a lot to the game aesthetically. It's pretty cool I am very new to messing around with effects within Unity and am pretty excited to see whe
Hey there gang... I created a little particle effect that is activated when you take damage or roll.
I really think this little change adds a lot to the game aesthetically.
It's pretty cool I am very new to messing around with effects within Unity and am pretty excited to see where this goes.
That's right Rogue Randy is going to be available on Google Play soon. The application right now is under review and will be available for 99 cents. With that being said the price of this game is also going to have to drop because of the blood-pact I made with Steam. This event i
That's right Rogue Randy is going to be available on Google Play soon. The application right now is under review and will be available for 99 cents.
With that being said the price of this game is also going to have to drop because of the blood-pact I made with Steam.
This event is one of the main reasons why I have not been updating the game with new content as frequently in the past.
I have been taking a good hard look at myself and my capabilities as a game maker and even with all of the progress, I don't think I can compete within the PC market as one individual. I am going to have to come back with a team of people to compartmentalize the work.
I've gotta say though it was tons of fun making this game.
Hey guys I made a boo-boo. I did not think that the graphic for the cursor would be different from any other sprite image as far as the rendering process goes. Apparently I was wrong. I fixed the issue as soon as I spotted it though so sorry about that.
Hey guys I made a boo-boo. I did not think that the graphic for the cursor would be different from any other sprite image as far as the rendering process goes. Apparently I was wrong. I fixed the issue as soon as I spotted it though so sorry about that.