Temple of The Roguelike Forums
Announcements => Traditional Roguelikes (Turn Based) => Topic started by: getter77 on August 28, 2013, 12:26:13 PM
-
http://riskofraingame.com/ $9.99 http://store.steampowered.com/app/248820/
What is Risk of Rain?
Risk of Rain is an action platformer/adventure game with randomized elements.While we don’t want to spoil the story, we can let a few things through! The game is set in the distant future, where space transportation is common. Space trains carry passengers and goods all across space. A particular space train, however, had some very special cargo. Through a series of unfortunate events, this space train gets shot out of orbit and crash lands on a mysterious planet.. with one survivor.
Randomized elements to keep play fresh
The big feature of our game is the randomized elements. The position you spawn on the map, which map you spawn on, the location of chests, enemy spawns, item spawns and more are all randomly chosen by the AI Director! We also have a massive amount of content in our game: we have 100 unique items planned, all with interesting effects. No +HP or +DAMAGE, but chance to spawn missiles and stop time. You have the option of choosing between 10 characters, all with their own different moveset.
What makes Risk of Rain unique?
Another thing that’s important in our game is that as time increases, so does difficulty. Represented in a bar on the HUD, every minute increases the enemies’ power and spawn count, developing a great sense of urgency.
Tracking your progress in Risk of Rain
Through the Item Log you can see what kind of cargo the space train was carrying, along with a variety of information of the items you’ll be using in your journey. screenshot120The Monster Log is similar to Olimar’s Log in Pikmin or a Pokedex; after collecting logs from monsters, you can read all about their behavior, health, damage, and more, along with an accompanying picture.
Battle through hordes of randomly spawned monsters and bosses
The game is run by a hidden Director, who has a ‘deck of cards’ of monsters he can spawn. The Director will randomly draw a card, and then spawn as many of those monsters as it has points available to it. If the Director has sufficient points, he can spawn a boss onto the field! Not only that, but the Director can upgrade his spawns to elites with enough points, giving them random abilities such as faster speed, electric elements, or permanently leaving a fire trail. Elite bosses all have their own custom abilities unique to each boss.
Collect drones to aid you in battle
Drones, like chests, are randomly distributed throughout the map. The unique thing about drones, however, is that they have their own healthbar and can be lost, unlike items. They float around you and are, in my opinion, quite adorable! At the moment we have a basic drone, who floats and shoots nearby enemies, a healing drone, an assault drone, a missile drone, and a laser drone. These all have their own unique models, sounds, and behaviors!
Collect over 100 items and powerups that drastically change gameplay
There are two different kinds of items; passive items and use items. Passive items, which are split up into 3 categories of power, are always active.
Some examples of passive items are the ‘Fireshield’, ‘Infusion’, and ‘Brilliant Behemoth’. The Fireshield causes your player to detonate when receiving heavy damage, hurting nearby enemies and knocking them away. Infusion causes your maximum health to grow for every enemy killed, and the Behemoth causes every single one of your attacks to explode! All passive items stack, so if you had all 3 of those items, getting hit would result in an explosion, which then explodes further, then gives you health.
Use items are a different kind of item; you can only hold one at a time, and it goes on cooldown when used. Some examples of use items are the ‘Missile Box’, which sends out 16 missiles to hunt down enemies, and the ‘Jar of Souls’, which duplicates all enemies on the screen as a ghost to fight on your side.
Jump into the game quickly with easy to understand controls and objectives
Most games have very non-intuitive controls and game rules. You shouldn’t have to read through the wikipedia to learn all the hidden rules of a game! The game in its current iteration is very easy to understand; you shouldn’t have to fight against the game design. We intend on making the game playable by anyone, but only master-able by a few. Intuitive does NOT mean casual or easy! Most of our fanbase will attest that the game is quite hard.
-
0.30.7.0 and some other major gains since Alpha Demo days:
Feature Additions:
Online Co-op
Difficulty levels (Casual, Normal, Hardcore) can now be selected
Explorer’s Key, Jar of Souls, and Happiest Mask have been enabled for online play
Health Shrines and Imp Jars have been enabled for online play
Ancient Valley has been enabled for online play
Imp Overlord has been disabled for further testing
The ‘Achievement’ tab in the Highscores is fully functional
New achievements have been added to facilitate testing
Elite bosses now adjust their displayed name in correspondence with their element
The Legendary Wisp now properly spawns as an elite
The Toxic Beast now properly spawns as an elite
The Cremator now properly spawns as an elite
The Magma Worm now has updated graphics when spawning as an elite
Monsters and certain bosses can now spawn with the Blighted affix (Hardcore only)
Certain bosses require more points to now spawn as elites
Error messages are no longer displayed on screen
Error logs are now saved in the location of your game as a .txt (Naming is done through the date ie. “error_8_24_2013.txt”)
Error logs have a maximum size of 100 kb
Depending on the nature of the error, you may have to return to the main menu
Acrid
Health regeneration per level has been increased by 33%
Huntress
Attack speed coefficent on ‘Strafe’ has been raised to 0.29 from 0.25
‘Laser Glaive’ has been updated to be more responsive
Hp/level has been raised by 4 to match the Commando
Now gains 2.5% attack speed/level
Engineer
‘Thermal Harpoons’ now have a maximum range of 600 pixels
Art has been slightly updated in character selection
HAN-D
DRONE now deals 190% damage, down from 210%
DRONE now heals for 8% max health, down from 9% max health
Miner
Attack speed gained per level is now uncapped
Bug Fixes:
Elite Giant Golems no longer crash the game
Scavenger no longer regenerates past full health
Lemurains no longer grant a completed achievement when left at low health online
Miner no longer loses attack speed when leveling up with the Battery
Ghosts are now working
Multiple mushrooms can now be spawned by players if sufficiently far away
(ONLINE) Fixed a variety of glitches
Feature Additions:
New Classes:
Huntress (unlocked by default for the beta)
Acrid (unlocked by default for the beta)
Online Co-op (Alpha)
While not quite finished, we were too excited not to show our beta testers! In this patch, you will be able to play an early version of Risk of Rain online. Please remember that online is still a work in progress!
Certain items, shrines, stages, and features have been disabled to facilitate the alpha testing
Tough Times now grants 14 armor (down from 20)
Happiest Mask now increases durability and damage of ghosts, rather then spawning multiple ghosts
Number of mini-imps spawning from the Imp Pot now scale with number of players in-game
Max health is now capped at 9999
Engineer Turret no longer procs items
Healing on area of effect skills now have diminishing returns
Highscores Tab is now enabled in the main menu!
The ‘General’ Tab displays total number of games and high score, along with percent of the game completed
The ‘Stats’ Tab displays a variety of info tracked from your games
The ‘Achievements’ Tab is still under construction!
Please note that all stats are NOT retroactive; while older save files will work, it will not track progress of what you’ve accomplished before.
Save files now automatically creates a back-up when saving, named Save_backup.ini
Microsoft Visual C++ Redist. has been packaged inside the zip file
For users suffering from ‘Error Defining External Function,’ run the .exe in the ‘redist’ folder to fix the issue
The game has been optimized for lower end computers; users who had frame rate issues before should see a huge performance boost
‘Frame Skip’ option has also been added into the options. Enable to run graphically at a lower framerate for lower-end computers
New Class:
Engineer (unlocked by default for the beta)
New Stage:
Temple of the Elders
Bustling Fungus’ heal will be canceled when taking damage
Repulsion armor changed to 500 armor (83% damage reduction) rather then full invincibility
These two changes were aimed at the eventual invincibility late-game. While it is fun to heal-tank, it led to users being so strong they couldn’t even end the game. Not only that, but it was a bit silly to be invincible while afking!
Lightning bounce range reduced to 100 (from 200)
Lightning bounce number has been raised to 5 (from 3)
Lightning no longer does double damage at the end of the chain
Advanced lightning elite aura damage reduced by 30%
Advanced lightning elite proc chance reduced by 30%
We felt that melee characters had an unfair time vs. advanced lightning elites. These changes are aimed at giving melee characters an opportunity window to attack
Advanced explosion elite missiles now have a cap of 250 pixel distance
Advanced explosion elite missiles now only fire if the monster has been aggro’d
Advanced explosion elite missile delay has been normalized to 0.8 seconds (from 0.6-0.9)
These changes are aimed at giving players a way to manage elite missile mobs while still retaining their power
Max health bars displayed now depend on graphics settings
The ‘Item’ category in Post-Game Stats now account for item stacks
New Boss:
Imp Overlord
Credits to Seria-Myouna for the idea and Daimera for the sprites. You guys rock!
New Items:
Repulsion Armor (Hey Tucker!)
Nematocyst Nozzle (unique)
Captain’s Brooch
Tesla Coil
Mortar
Photon Jetpack
Dead Man’s Foot
Energy Cell
Thallium
Dio’s Friend
Warbanner
Legendary Spark (unique)
Snake Eyes
Arms Race
Meat Nugget
Sawmerang
Snowglobe
Imp Overlord’s Tentacle (unique)
New music track for Sky Meadow and Ancient Valley
Two new music tracks for high tier boss fights
Previous music tracks have been remastered
Headstomper damage now scales exponentially with fall height, rather then linearlly
Headstomper damage cap removed
This was intended to reward falling from great heights as an intro to the battle. Falling from smaller heights will hit for much less, and falling from bigger heights will hit for much more.
Enemy missiles are now displayed as red on low graphic settings
The Monster Log now has a Table of Contents
The Item Log has been readjusted to fit for future items
Burning Witness no longer stacks bonuses past the first kill, but refreshes the duraction
Burning Witness bonus movespeed increased
The Wandering Vagrant, Ancient Wisp, and Imp Overlord all drop unique items at a 15% chance along with the Magma Worm
Bitter Root capped at +300% bonus health (38 Bitter Roots)
Boxing Gloves now suffer from diminishing returns at the same rate as Concussion Grenades
Rope grabbing code improved to account for highly increased movespeeds
Gold denominations have been changed
Small coins now represent 1 (same as before)
Coins now represent 5 (from 10)
Gold coins now represent 25 (from 50)
Platinum coins now represent 125 (from 200)
Bag of Coins represent 625 (new)
Platinum Bag of Coins represent 3125 (new)
Net gold dropped from monsters have not been changed
The game no longer uses Ultracrypt, because it would interfere with FRAPS and non-Windows 7 Computers.
Yes, this means the save files from previous builds will not work! We have included a save file with everything unlocked EXCEPT for the new items to compensate. Sorry!
Health bars now display more intuitively
Previously: Red bar represented first 3000 health, orange bar the next 3000, and the yellow bar the rest. This meant that the yellow bar could hold much more health than either orange or red bar
Now: Red, orange, and yellow represent a third of the total health
Health bars are also capped in size at 200 pixels wide. While it’s still very wide, we think its part of the charm to see large health bars (and to take them right down!)
GameMaker has been updated from 8.1.91 to 8.1.141. While we can’t recreate the bugs on our own computers, this may result in fixing a variety of GameMaker engine bugs for some users.
New Boss: The Scavenger
The Scavenger will only spawn naturally as a rare boss (outside of teleporter events)
New Items
The Ol’ Lopper
Permafrost
Telescopic Scope
56 Leaf Clover
Medkit
Spikestrip
Headstompers (Actually drops now!)
Gold-to-exp rate is now increased at higher gold amounts to reduce time spent waiting
Elite mobs now have stun/knockback durations reduced by half
This might prove too powerful. Tell us what you think!
Director spawn points increased by 15%
Enemy damage coefficient scaling increased from 0.6 to 0.66
Bandit’s Blast:
Increased to 150% from 140%
Now capped at 6 attacks/second, from 60 attacks/second as before
The cap now scales with attack speed
You can now hold down the key to have the Bandit attack automatically
This rate is equal to 59% of the maximum attack speed, so pressing the key repeatedly is still worthwhile. Late game, when the attack speed cap is too high to humanely press, you can now hold the key down.
Seed now heals for 2(+1 per stack), down from 2(+2 per stack)
Plasma Chain can only cast one chain per stack as originally intended
Cast chance raised from 8% to 10%
Harvester’s Scythe now heals for 12(+4 per stack), down from 12(+12 per stack)
Bustling Fungus now heals for 4.5% per stack (down from 6% per stack)
Skull Ring no longer reduces the cooldown of basic attacks
Unstable Watch’s effects now last 7 seconds, down from 10
Infusion no longer has a cap
Now grants +1 (+0.5 per stack) health, down from +2(+1 per stack)
New Items
Bitter Root
Tough Times
Plasma Chain
Hitlist (Revamped)
Headstompers
New level: Sky Meadow (alternate stage 2)
Three new monsters
Update to the Magma Worm that will make it fall closer to the player
Removed attack speed cap on the Bandit’s “Z”
Attack damage reduced from 170% to 140%
Two new songs added during boss events
Added new variations to the Lava Level
Heaven Cracker now works as intended with melee classes
Level up bonus stats have been adjusted:
Commando:
+2 armor per level
+32 health per level
+3 damage per level
Miner:
+3 armor per level
+34 health per level
+3.2 damage per level
+2.5% attack speed per level
Bandit:
+2 armor per level
+34 health per level
+4 damage per level
+1.5% critical hit chance per level
HAN-D
+3 armor per level
+44 health per level
+3 damage per level
Save files are now encrypted automatically
Elite enemies past the second stage will now spawn with advanced elemental properties
Bandit’s Headshot now deals 600% damage
We are still experimenting with ways for the Bandit to achieve resets in high density mobs
Co-Op now has health bars displayed below the HUD
Hardcore Mode Changes
Hitmarkers are now removed by attacks from the Wandering Vagrant and the Cremator
Elite mobs will now spawn with advanced elemental properties at stage one (compared to stage three in normal mode)
The Teleporter timer has been extended to 120 seconds
Spawning rates adjusted to fit accordingly with new changes
New system-level spawning algorithm
While this should not affect gameplay, it does open doors for future mod-support/customization on a low level, along with a small performance boost on lower end computers
-
Now at v1.0.0, have yet to spot an up to day official changelog though aside from a generally understood "lots" at least including the remainder of an earlier cited:
85% of item log entries finished
99% of stages finished, with the last 1% being polish
30% of stages fully converted to online play
77% of monster logs finished
Future updates to come to spiffy things up and meet stretch goals from the crowdfunding and whatnot.
-
v1.0.1
Bandit
-Lights Out achievement now properly works on Worms/Wurms
Sniper
-Reload bonus now properly applies to the Heaven Cracker
Golem and Wandering Vagrant kills now properly grant progress for unlocks online
Achievements dependent on stage progression now properly unlocks online
Monster Logs now drop for the client online
Monster Logs now adds a chat message on pickup
Tiny Imps hitbox is now taller
Ampersands (&) can no longer be included in names
Swapping between dead players now properly works online
The caged test subject is now considered a boss
Providence Shrine health percent moved down to 50% from 60%
Unlocks now properly wrap vertically post-game
Game completion no longer increases your death count
Game completion no longer adds to nemesis score
-
v1.0.2
Gameplay
Enforcer
Protect and Serve
Cooldown reduced by 1 second
Internal cooldown reduced by 1 second
Animation now properly scales with attack speed
Now allows for slowed movement, retaining shield direction
We were aiming to have the skill feel less clunky, also allowing the Enforcer have tools to block body-centered missiles later in the game
Sniper
Reload
Removed redundant frames
Steady Aim
Fully charges at 2.5 seconds, rather then 3
Now properly reduces damage by 50% (rather than 60%)
Again, aiming to have the Sniper feel less clunky while maintaining class identity
Multiplayer games now have the option to prevent item hogging
Enabled by the host in lobby
If a single person has too many items compared to the rest of their team, the game will prevent you from picking them up. Feel free to post feedback if it is too strict/lenient!
Last boss now drops a Monster Log
Bug Fixes
Melee attacks now properly work with the Brilliant Behemoth
Hourglass no longer procs on dead players
40 minute achievement no longer procs on dead players
Monsters on top of drones no longer crashes the game
Gaining more than 70 unique items no longer crashes the game
Damage stat is now properly saved
Sound no longer loops if cutscene is skipped during the alarm
Ifrit can no longer moonwalk
Variety of other small bug fixes
-
v1.2.0 megapatch 8)
Gameplay
Huntress
Strafe damage reduced to 120% from 140%
HAN-D
HAN-D can no longer fire DRONE after death
FORCE_REASSEMBLEY damage increased from 400% to 500%
Acrid
Acrid’s Caustic Sludge duration is refreshed when overlapped
Mercenary
Eviscerate now checks max range only on cast
Risk of Rain now runs on a newer engine, improving performance
2 new classes are now in the game
10 new items are now in the game
6 new challenges introduced to the game
Better scaling options introduced in the menu
Improved clarity on meat nugget particles
Mushrum no longer detonate on death
Mushrum particles are now improved
Enemy affix are now vibrantly colored
Ifrit damage is now 1.5~2x stronger
Cremator damage is slighty lower
Bug Fixes
Soldier’s Syringe no longer resets attack speed at high attack speeds
Bighorn Bison’s hit box properly matches the sprite
Providence no longer keeps up his superarmor buff indefinitely
Colossus no longer spawns Golems inside walls
Crowbars no longer always deal double damage to Magma Worms
Fixed vertical leash range on the Flame Drone
Use item chest on the final stage only drops unlocked use items
Use items better fit the HUD on cooldown
The Enforcer can no longer can climb rope while shielded
The Enforcer properly leaves shield mode when teleporting to another stage
Improved Huntress arrow hitbox
Sniper reload bar now properly disappears after death
Sniper’s SCAN properly works with rotated enemies
Dynamite Toss now properly works with the Shattered Mirror
Variety of other bug fixes that I forgot to write down
Ol’ Lopper now properly doubles damage on critical strike
-
v1.2.1
Gameplay
Huntress
Huntress tooltips now properly reflect their intended damage values
HAN-D
HAN-D can now actually not shoot when dead
HAN-D tooltips now properly reflect their intended damage values
Commando
Commando health is now properly adjusted to glass health
Mercenary
Massacre properly ends when failing to find a target
Risk of Rain now runs on Mac and Linux
Item despawns increased to 45 seconds from 30 seconds
Dynamite no longer sticks to surfaces
Mouse now re-centers at room start
Deadzone moved from 0.2 to 0.25
For Windows XP and Windows 8 users, save and preference data is loaded from AppData to properly sandbox
Bug Fixes
Gigantic Amethyst and Thqwibs no longer unlocks CHEF
Fixed a rounding error where you would be a pixel into the ground
The player can now properly multi-jump off of ropes
Squishy properly gives buffs
Fire trails will always be visible
Enemies can now properly jump 1 tile high platforms
Magma worm now properly tracks players
Ifrit towers no longer delete blocks
Young Vagrants now have health bars
Soldier’s Syringe now properly unlocks
Glass artifact damage is now properly 500%
Hovering over tooltips now properly refresh past the first level
Falling off the map now properly recovers you at the broken teleporter
Artifact of Spirit now properly functions
Barb wire now properly stacks with multiple players
Application is now properly called ‘Risk of Rain’
Controller now properly functions for Xinput (for those using PlayStation controllers, try Xpadder to map as an Xbox Controller)
Pausing no longer moves you down rope
Starting a game on the controller at 3x resolution no longer instantly puts you into the game
Can now properly change controls in local co-op
Music now properly plays in stereo
Backup saves no longer override saves