Author Topic: Risk of Rain (now at v1.2.1) ! $  (Read 10386 times)

getter77

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Risk of Rain (now at v1.2.1) ! $
« on: August 28, 2013, 12:26:13 PM »
http://riskofraingame.com/  $9.99  http://store.steampowered.com/app/248820/

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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.
« Last Edit: October 29, 2014, 12:55:02 AM by getter77 »
Brian Emre Jeffears
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getter77

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Re: Risk of Rain (now at beta 0.30.7.0) $
« Reply #1 on: August 28, 2013, 12:29:14 PM »
0.30.7.0 and some other major gains since Alpha Demo days:

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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


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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
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

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Re: Risk of Rain (now at v1.0.0) $
« Reply #2 on: November 08, 2013, 09:55:19 PM »
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:

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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.
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getter77

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Re: Risk of Rain (now at v1.0.1) $
« Reply #3 on: November 11, 2013, 01:25:45 PM »
v1.0.1

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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
Brian Emre Jeffears
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getter77

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Re: Risk of Rain (now at v1.0.2) $
« Reply #4 on: December 07, 2013, 11:12:36 PM »
v1.0.2

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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
Brian Emre Jeffears
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getter77

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Re: Risk of Rain (now at v1.2.0) ! $
« Reply #5 on: October 22, 2014, 08:29:13 PM »
v1.2.0 megapatch   8)

Quote
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
Brian Emre Jeffears
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Re: Risk of Rain (now at v1.2.1) ! $
« Reply #6 on: October 28, 2014, 06:17:49 PM »
v1.2.1

Quote
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
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training