- Updates on hold - 24 April 2018
Hi everyone, I want to let you know that I can no longer work on McRogue due to legal restrictions as I've taken a new position at a game company. My intent was to get the game to the full v1.0 release, but it became very clear soon after Early Access launch that was not going to be financially viable. I've been looking at alternatives to keep the development going via other means, but it doesn't look promising. Please know that I'm as disappointed as you about this. Rory
- Build Notes 0.0.72 - 22 February 2018
Lots of random stuff today... You must now continually punch a rune to open it. You need about five punches within a second or so. This means that you can now longer just run by a rune and open it. Add new upgrade sounds for when you're successfully starting to activate it. Make swamp mesh collision more closely match the mesh shapes You can now bounce off the top of the stump-like objects in the swamp. Slam attack into them to bounce higher - this will let you then perform another slam attack at maximum power. Tune the death effects Add death effect sounds Add new gun sound Improve slam attack effects and sounds Lowered the upgrade run attractor offset
- Build Notes 0.0.72 - 22 February 2018
Lots of random stuff today... You must now continually punch a rune to open it. You need about five punches within a second or so. This means that you can now longer just run by a rune and open it. Add new upgrade sounds for when you're successfully starting to activate it. Make swamp mesh collision more closely match the mesh shapes You can now bounce off the top of the stump-like objects in the swamp. Slam attack into them to bounce higher - this will let you then perform another slam attack at maximum power. Tune the death effects Add death effect sounds Add new gun sound Improve slam attack effects and sounds Lowered the upgrade run attractor offset
- Build Notes 0.0.71 - 20 February 2018
This build gives some much needed love to the swamp level. The swamp level was at 'Stage 1' of development, meaning that it had the basic meshes in place, but just the standard layout and terrain. This update brings it to 'Stage 2' meaning that it now has representative layout, proper terrain and general tuning. The next stage is to add the landmark objects and there will be one more stage to add gameplay objects too. Tweak the layout structure of the swamp to generate a couple of large areas, but a lot more smaller ones. Add screen-space reflections to the water shader Add a new graphics option to use low quality water without screen-space reflections Tune the way the coastal foam goes in and out so that it's less synchronized. Fix a lighting bug that caused the indirect diffuse lighting to be too dark Tweak swamp fog settings Fix lily pads all spawning in a line Tune swamp water to lo…
- Build Notes 0.0.71 - 20 February 2018
This build gives some much needed love to the swamp level. The swamp level was at 'Stage 1' of development, meaning that it had the basic meshes in place, but just the standard layout and terrain. This update brings it to 'Stage 2' meaning that it now has representative layout, proper terrain and general tuning. The next stage is to add the landmark objects and there will be one more stage to add gameplay objects too. Tweak the layout structure of the swamp to generate a couple of large areas, but a lot more smaller ones. Add screen-space reflections to the water shader Add a new graphics option to use low quality water without screen-space reflections Tune the way the coastal foam goes in and out so that it's less synchronized. Fix a lighting bug that caused the indirect diffuse lighting to be too dark Tweak swamp fog settings Fix lily pads all spawning in a line Tune swamp water to lo…
- Build Notes 0.0.70 - 17 February 2018
Add procedural mesh deformation and hit wobble for landing punches on world meshes. This can look a bit funny in extreme cases, so we'll no doubt make more changes in the future. Add impact particle effect when hitting rocks Add new impact sounds for rocks Add impact sound for hitting the ground If you connect on a punch, you now get a temporary speed boost, allowing you to punch again more quickly. This stacks up as you connect more and more punches.
- Build Notes 0.0.70 - 17 February 2018
Add procedural mesh deformation and hit wobble for landing punches on world meshes. This can look a bit funny in extreme cases, so we'll no doubt make more changes in the future. Add impact particle effect when hitting rocks Add new impact sounds for rocks Add impact sound for hitting the ground If you connect on a punch, you now get a temporary speed boost, allowing you to punch again more quickly. This stacks up as you connect more and more punches.
- Build Notes 0.0.68 - 15 February 2018
Optimizations and crash fixes now that the crash reporting is working. Generate face normals in the pixel shader - this is significantly faster than using the geometry shader for lower-end machines. If the game can't enter full screen mode, run in windowed mode instead. This can happen if the full screen mode is set to something invalid. Make the game tolerant of running out of dynamic buffer space. In *really* extreme cases with lots of enemies on screen who all die simultaneously, the game would crash previously. It will now freeze until the buffers fall back to normal levels. I'll look at doing some particle throttling asap, since that seems to be the source of the buffers going over-capacity. In this case, we probably need throttling anyway since there are likely hundreds of thousands of particles on screen. There's also currently no cap on the number of enemies in the world. There'…
- Build Notes 0.0.68 - 15 February 2018
Optimizations and crash fixes now that the crash reporting is working. Generate face normals in the pixel shader - this is significantly faster than using the geometry shader for lower-end machines. If the game can't enter full screen mode, run in windowed mode instead. This can happen if the full screen mode is set to something invalid. Make the game tolerant of running out of dynamic buffer space. In *really* extreme cases with lots of enemies on screen who all die simultaneously, the game would crash previously. It will now freeze until the buffers fall back to normal levels. I'll look at doing some particle throttling asap, since that seems to be the source of the buffers going over-capacity. In this case, we probably need throttling anyway since there are likely hundreds of thousands of particles on screen. There's also currently no cap on the number of enemies in the world. There'…
- Build Notes 0.0.66 - 13 February 2018
Add a control experiment to allow gun aiming on the right stick (there are no bindings just yet for the keyboard since we're still testing out using the mouse to move) The correct Xbox interface now shows up if you're using an Xbox 360 Wireless controller. Proper icon for the teleporter in the map
- Build Notes 0.0.66 - 13 February 2018
Add a control experiment to allow gun aiming on the right stick (there are no bindings just yet for the keyboard since we're still testing out using the mouse to move) The correct Xbox interface now shows up if you're using an Xbox 360 Wireless controller. Proper icon for the teleporter in the map
- Build Notes 0.0.64 - 13 February 2018
Three builds in one day! In addition to some bug and crash fixes this morning, I've added a couple of input features. Remappable Controls You can now remap controls from within the game. Some of the control icons aren't quite right (for example it shows 'select' rather than 'back' for the Xbox 360), but the controls should be mapped correctly. You can map any in-game action to any controller input (axis or button) or to the keyboard / mouse. Whichever controller you use to initiate the action remapping is the the controller the game will look for the new control on. Move to Cursor When using the keyboard/mouse to control the game, you'll now see an extra control in the options menu called 'Move to Cursor'. When this control is held down, McRogue will now run in the direction of the cursor. It's not exactly the 'Diablo' controls that some were asking for but it might help those who disli…
- Build Notes 0.0.64 - 13 February 2018
Three builds in one day! In addition to some bug and crash fixes this morning, I've added a couple of input features. Remappable Controls You can now remap controls from within the game. Some of the control icons aren't quite right (for example it shows 'select' rather than 'back' for the Xbox 360), but the controls should be mapped correctly. You can map any in-game action to any controller input (axis or button) or to the keyboard / mouse. Whichever controller you use to initiate the action remapping is the the controller the game will look for the new control on. Move to Cursor When using the keyboard/mouse to control the game, you'll now see an extra control in the options menu called 'Move to Cursor'. When this control is held down, McRogue will now run in the direction of the cursor. It's not exactly the 'Diablo' controls that some were asking for but it might help those who disli…
- Build Notes 0.0.63 - 12 February 2018
They're coming thick and fast today... Make it harder for the Irn Brute to push you through the level In the worst case, if you get pushed through the level, respawn back on top again Fix potential crash when rendering decals
- Build Notes 0.0.63 - 12 February 2018
They're coming thick and fast today... Make it harder for the Irn Brute to push you through the level In the worst case, if you get pushed through the level, respawn back on top again Fix potential crash when rendering decals
- Build Notes 0.0.62 - 12 February 2018
A few small changes this morning: Switch everyone over to the 32-bit build for a while so that Steam Error Reporting works Fix 32-bit only crash when recycling enemies Add proper map icons for upgrades and health (teleporter still placeholder)
- Build Notes 0.0.62 - 12 February 2018
A few small changes this morning: Switch everyone over to the 32-bit build for a while so that Steam Error Reporting works Fix 32-bit only crash when recycling enemies Add proper map icons for upgrades and health (teleporter still placeholder)
- Build Notes 0.0.59 - 10 February 2018
In addition to a couple of bugs fixed this morning, there are a few more tweaks. Damage Most of the enemies were already set up so that their main attack animations are not interruptible by default. This to ensure that they can be effective when you're wailing your fists around everywhere. However, there are now certain types of damage that can request to interrupt character attack animations. For the player, this means the ground pound (triple jump) and gun blast. For non-player damage, this includes the worm hits and explosions from mines. These hits will knock characters out of their attack animations into the hit reaction. Ground Pound Based on the damage changes, I went back in and tweaked the ground pound quite a bit. The knockback is much more effective now, and I made it more consistent. It also grows stronger the longer you're in the air, so if you jump off a cliff and do a gro…
- Build Notes 0.0.59 - 10 February 2018
In addition to a couple of bugs fixed this morning, there are a few more tweaks. Damage Most of the enemies were already set up so that their main attack animations are not interruptible by default. This to ensure that they can be effective when you're wailing your fists around everywhere. However, there are now certain types of damage that can request to interrupt character attack animations. For the player, this means the ground pound (triple jump) and gun blast. For non-player damage, this includes the worm hits and explosions from mines. These hits will knock characters out of their attack animations into the hit reaction. Ground Pound Based on the damage changes, I went back in and tweaked the ground pound quite a bit. The knockback is much more effective now, and I made it more consistent. It also grows stronger the longer you're in the air, so if you jump off a cliff and do a gro…
- Using giant robot fists to punch giant robots in McRogue - 9 February 2018
In Early Access action game McRogue , you're a burly guy with a big red beard and you have enormous robot hands. You have a gun, too, but if you had giant robot hands you could punch robots with, would you ever use a gun? Giant robot hands pretty much insist on being used for punching (especially for punching robots), not gun-holding. In McRogue, I frequently forget I even have a gun. The story for McRogue, from developer Snare games, is that McRogue was captured by robots who have been traveling the galaxy and draining planets of their resources. Rather than just killing McRogue, they grafted two enormous robot hands onto his arms. That was their first mistake. And really, a pretty avoidable one. Why would do even do that? What sort of scientific discovery could come from grafting enormous robot hands onto a very angry man with a giant red heard? I'd love to read the report a…