ACED Games: RotF when?

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Hi all. I’m Miniguy of ACED Games/Revenge of the Fallen. This blog’s been pretty silent recently, which is probably no surprise to some of you. Let’s talk about why we’ve been silent, and what’s going on with RotF.

First, in case you missed it: RotF was originally conceived as a private server for the multiplayer bullet hell Realm of the Mad God, one of many distinct versions of the game run by fans like us. But unlike those many other versions, we had a large, active playerbase, a decent amount of replayable content, and a skill system that rewarded player creativity. In other words: we made something good.

Unfortunately, for the first time in RotMG private server history, we were too good. We had been trying to negotiate a deal where we’d be able to run RotF with a license to the (shrinking amount of) RotMG content we were using. Although early talks seemed very promising, our rep at RotMG went silent suddenly for nearly a month. Then, in a complete 180, the RotMG developers decided that we were a threat to their business, and issued us a DMCA takedown request. We were forced to close down everything, cold turkey. They weren’t necessarily wrong to do this–after all, we were using their assets–but it left us in an awkward spot. More importantly, it left YOU guys in an awkward spot! Where the heck is the game?

I wish I could give you guys some concrete dates for a release, or some specific information on some of the crazy content that we have planned. Naturally, I can’t do any of that–we don’t want to promise anything we can’t deliver. This is the honest reason for the radio silence.

That said, I’ve been working on a complete revamp of our server/netcode since August. As of yesterday, I’m proud to say that I’ve essentially achieved that goal (there’s always more work to be done, but we now have a solid foundation). As a result, we’ve got the core team–myself, Skilly, Mike, and Quaximi–all working on code, mechanics, and general design for all that crazy stuff I mentioned earlier. I know it seems like we’re attempting an insurmountable task, but I promise that we’ll come back sooner than you might expect, with a loot-based, multiplayer bullet hell game that we hope will be genre-defining. Don’t miss it.

Thank you guys so much for the support. It means everything to see our community remain active, especially in our #premium chat on Discord–y’all are crazy.

-Miniguy

Revenge of the Fallen: Nyx of Fire (that demon lady from last week!)

Hi all! This is a (very late) Miniguy post. In last week’s devlog, Shmitty walked us through some of the animation, spriting, and general design work that they’ve been doing for the newest world boss. We also asked for name suggestions, since internally, we’d been calling her the Demon Lady. After a lot of great suggestions (and a lot of perhaps objectionable ideas), we’ve finalized her name as Nyx of Fire. Congratulations to Flurry for coming up with it!

Today, I want to give you a small preview of how Nyx’s fight plays out. We’re not done with her, yet: her animations are still being finalized (i.e. some of her minions animation timings are still being fixed!), we’re still working out how we want the world’s transformation to look, we still need to pad out the fight with smaller bullet hell patterns… but it’s nice to put our pencils down for a bit and see where we’re at! Have a look below:

You should definitely watch the full video, but I wanted to highlight one of the things Mike and I had a lot of fun working on: Nyx’s evil player phase! In this phase, she recruits a player to help fight for her. I’m pretty sure I killed Mike at least twice.

that demon lady is just so fine…

I’ll also point out a newer projectile pathing system that we just finished writing. It’ll be used in the GTU lord fight that patpot’s been working on, but you can also see it used during Nyx’s fight (see the clone that jumps in from the left):

she jump

Thanks for checking out today’s post, even though it’s a bit later than we intended! As always, we’ll update this post with a closed testing key within 10 minutes of its publication. Hit those F5 buttons, y’all!

Here’s the promised second key, apologies again for the late post!
EH[1]Y-[2]Q7W-T6[3]L-BL[4]2

[1] If you were interested in a certain iconic high range sword from a realm event in legacy rotf, what is the first letter of the name of the event boss you’d be farming?
[2] For those dedicated base fame farmers there was a certain rune you could equip which would increase your fame gain but stop loot from dropping, what is the first character of the second word of the name of this rune?
[3] There was some speedy characters in legacy rotf, if you wanted a boost in your evasion stat to make this even stronger what is the first character of the base skill tree master node you would choose? (For clarification, the first node you have to choose for a skill tree before going into generic stat nodes)
[4] The first character of the name of the person who’s perspective you watch in the Nyx of Fire – World Boss Preview video.

YU[1]8-6EY[2][3]QGY-[4]KVU

[1] The first letter of the class of boss mentioned in this post!
[2] The first letter of the dungeon that dropped Enchanted Uru Sword.
[3] The number of times rotf has been delayed so far.
[4] The number of world bosses we’ve shown publicly.

Use at https://rotf.io/register. Good luck!

Revenge of the Fallen: Demon Lady World Boss Design!


Hello everyone! I’m Shmitty, a (newly promoted) senior designer here at Revenge of the Fallen. I work alongside the other designers on the sprites for dungeons, items, classes, etc. Some work you may recognize me by would be the animations for the mage and summoner abilities. In today’s weekly blog post, I’m going to be bringing you through some of the work I’ve been doing for one of our upcoming world bosses, the Demon Lady.

First things first, I should probably note that the name “Demon Lady” is a placeholder name. If you have suggestions for what we should name her, let us know! We want to hear from you.

As most of you may already know, RotF’s realms culminate in a special type of enemy dubbed a world boss. These tough foes appear when every lord in the realm has been defeated. World bosses appear in the center of the realm, and take over the landscape around them, transforming it to one more befitting of themselves. The Demon Lady thrives in a rocky, hellish landscape littered with protruding spikes, pools of lava and fiery volcanoes!

Below are some examples of the environment you’ll see.


The Demon Lady herself is just what you’d expect: a demon lady. Below you can see few of the animations she will use!

Of course, these aren’t all of her animationsthe rest aren’t shown here ;).

This world boss has been bit different from the things I regularly work on. Most of the time, Quaximi, (our lead designer) makes docs and concept art for everything in a biome/dungeon pair (the design pipeline is actually pretty involved! If you’re interested, you can learn more about it in our Q&A at 51:40). But this time, I was making everything from scratchno docs, just my ideas. I went through a few different iterations of ideas (and a few different iterations of Demon Ladies) before eventually landing on this world boss, and I’m glad I did because it’s been pretty fun making her!

Animating a larger scale entity (a 32×32 humanoid at that) is pretty tough, especially compared to lots of the other animations I’ve done. Take the mage abilities as an example: for those animations, there wasn’t really any clearly defined shape that I needed to keep throughout the animation. Even in the case of the earth sword, making it fall down in one direction as it did in the animation wasn’t a very hard thing to do. Animating the Demon Lady was much harder because I needed to keep the exact proportions throughout every frame, while still keeping it from looking robotic or awkward. I wanted to give her smooth and fleshed out animations, and although it took a lot of work, that’s what I did! 🙂

Thank you all for reading, I hope you enjoyed my little rant about world boss design and I hope you enjoyed the sprites themselves! Now, what you’ve all been waiting for: the key!

This week’s Closed Testing key will work the same as the last. This post will be updated within 10 minutes of its publication, so keep your eyes peeled!

Closed Testing key:

VU[1]X-V[2]YE-WT[3]Y-[4]YED

[1] This orange rune gave mana upon killing an enemy. What’s the first letter of the *second word* of this rune?

[2] Last weeks blog post featured a new biome. What is the first letter of the name of this biome/dungeon pair?

[3] How many different colors of runes are there?

[4] The first letter of the name of the wolf boss in the Twilight Necropolis.

Use at https://rotf.io/register. Good luck!

Revenge of the Fallen: Gate to the Underworld biome showcase.

Hi all, thanks for stopping in for another one of our weekly blog posts. For this weeks post, it will be I, patpot, taking you through some of the Gate to the Underworld biome—one component of a hard biome/dungeon pair that will be available in closed testing for ro2f.

Some of you might recognize the name of the biome if you watched our Q&A from a couple of months back. During the Q&A, I mentioned GTU in particular, as it’s going to be the biggest dungeon we have brought to this game so far. Plus, the biome holds some pretty nifty enemies.

The narrative for the Gate to the Underworld will become clear when you play it firsthand (biome lord dialogue has been removed from the video—no spoilers, sorry to the three players interested in lore). But without saying too much, the GTU area is themed around ancient Egyptian mythology. You’ll battle mythical creatures from one of Egypt’s great deserts (the biome), and face even more treacherous encounters within the Underworld (the dungeon).

Finally, you might notice increased contrast between projectiles (the foreground) and tiles/environment (the background). We recently re-implemented projectile lighting, and while we think this choice will allow us to make a better looking game, we’re still tweaking the values to make it look nice. So for all of the projectiles that burn your eyes: we’re fixing them!

With all of that said, preview time! Don’t step too close: this sarcophagus offers you a brief trip out of your dimension, and into his (far spikier) dimension.

A bouncy mummy, a winged griffin who has forgotten how to fly, and a very energetic looking sphinx.

And lastly, the high priestess. I wouldn’t let her near anybody low on health.

Now we move onto the biome lord himself, the Cursed Pharaoh!

I hope you enjoyed seeing this preview of the Gate to the Underworld. Thanks for reading, as always—and enjoy the pot of gold at the end of the rainbow.

Closed Testing key will be added to this post within 10 minutes of its publication. Hit those F5 buttons!

Closed Testing key:

YQ[1]O-[2]3GL-[3]LAQ-B[4]G4

[1] The first letter of both of the new class special abilities showcased last week for Mages and Summoners.

[2] Rare drops in legacy rotf were accompanied by a loot popup. If the popup was purple, what was the first letter of rare drop type?

[3] Skilled players should be rewarded, one rune made sure that anybody able to dodge gained an increase damage output. What was the first letter of the name of this rune?

[4] In the old galaxy system, how many tiers of galaxies were there?

Use at https://rotf.io/register. Good luck!

Revenge of the Fallen: Spellbooks, scrolls, mages and summoners!

Hello all! In today’s update, we’re showing off a bite-sized preview of some class abilities. A quick primer on rotf2 classes: when you create a character, you choose from one of four “root” classes. As you progress through the game, you’ll earn points towards your Class Skill Tree (NOT the same as your Stat Skill Tree—more on this in a later post), where you’ll be able to subclass, and gain access to new abilities.

The Summoner class is a subclass of Mage. This means that the summoner can use Mage abilities! Below is a clip of four different abilities, in-game: two spellbooks, which are Mage abilities, and two scrolls, which are Summoner abilities. Have a look:

earth and ice and everything nice!

A few notes: For those of you worried about visibility, these abilities will follow GPL rules, meaning that if a player isn’t in your guild/party/locked list, their abilities won’t clog up your vision. Cooldowns, mana costs, damage, etc in the video are placeholder.

Something that probably isn’t worth mentioning (but that I spent a *lot* of time on, personally, so I’m going to mention it!) is that all of these abilities are client-predicted. A lot of times on legacy rotf, you’d use an ability, but you’d have to wait for one network RTT for the ability to actually take effect (essentially, latency/ping made some abilities feel really bad). In rotf2, ability effects are instant, and the server figures out how to deal with the latency. It’s hard to show on video, but this is a big deal!

We’ll be following the same Closed Testing key giveaway format as in the last post, but as an added fairness measure, we’ll update this post with the key within 10 minutes of its published time. Hit those F5 buttons!

Closed Testing key:

WUQ[1]-M[2]RE-[3]CVZWW7[4]

[1] The first letter of the name of the boss that dropped the primal item Reaper’s Bow.

[2] The number of “root” classes in rotf2.

[3] The first letter of the name of the unlimited use, consumable item, which gave HP, MP, and loot boost.

[4] The first letter of the orange rune that increased your ability projectile damage by 75%, but decreased your mana regen.

Use at https://rotf.io/register. Happy holidays, everyone!

Revenge of the Fallen: Market, parties… party in the market?

Hey all! Bit of a slower post today, focusing on some legacy content that we’ve finished re-implementing. You’ve seen this stuff before, but it’s still work that had to get done!

The party panel (that’s the UI on the bottom right of the screen, when you click on a player name) is more or less done. Whispering no longer highlights the command text in chat, so you won’t accidentally remove your /tell anymore. Teleporting, a context-aware party button, trading… it’s not *that* exciting, since much of this is repeated work from legacy, but I’ve recorded some clips anyway.

Party work was particularly challenging. Behind the scenes, world logic on rotf2 uses some multithreading magic to better utilize server hardware, but it makes communicating information across worlds somewhat more difficult. Parties are the perfect “aaaaa, how do i make this work with our new world logic!!” problem, but we got it done! Here’s a clip of /psummon.

The market UI is also in. See the clip below:

All UI that you see is WIP (some of it is placeholder, even). Item stats are placeholder. We also re-implemented the legacy rune UI, but since many runes are still being worked on, we’re not ready to share that just yet. There’s also a possibility that by the time we’re ready to show the runemaster, the UI will have been overhauled anyway. Hang in there.

Now: key time! We were beginning to get a bit worried that scraper scripts were going to snatch up keys before legitimate players. To prevent those absolute squids from gaining an unfair advantage, we’re trying something new with these keys: trivia! Let’s see how this goes…

Closed testing key:

GQ[1]W-V[2]1G-LB0[3][4]3LM

[1] The first letter of the name of the boss in the Tomb of Decaying Death.
[2] The alliterative letter in the name of the first new dungeon we teased on this blog.
[3] The first letter of a certain kiwi-loving developer’s name.
[4] The first letter of both words in the name of Loki’s prism drop in Asgard.

Use at https://rotf.io/register. Good luck, guys!

Revenge of the Fallen: A very magical hideout

Hi all, and welcome to the first of our new weekly dev logs here @ aced.gg. This time, it will be I – patpot – showcasing some new content for you all.

Although we know you want to see the harder, late game content we’ve been working on, we’ve chosen to showcase the Magician’s Hideout (another early-game area). We need to do a bit more work on late-game character building before we’re ready to show those harder worlds, and since early-mid-game content will be much more expansive than in legacy rotf, we decided to show more of that, for now.

As mentioned in my previous content post, every biome/dungeon is intended to feel like a unique experience, each with completely unique enemies, distinct dungeon themes, and crazy boss fights. Despite being an early-game dungeon, the Magician’s Hideout is no different.

One area we wanted to focus on as we moved forward from legacy rotf was developing more interesting shot patterns (like those used in our favorite bullet hells, i.e. ETG). While our overall design philosophies have evolved and improved across the board, we’ve also developed new systems/mechanics to help us keep baddie engagements fresh. One such system that I built out: patterned enemy shots, which allow us to create effects like this:

Don’t stand too close!

And while it has been cool to use this mechanic on smaller minions like these, we’re also using it to add flavor on a larger scale, like in boss fights:

I wouldn’t touch that barrier if I were you, I heard it moves!

For those of you keen enough to notice the (very, very) placeholder dialogue in the clip above, what you just saw was the Master Magician – the lord of the biome. A few days ago, we posted a spoiler in our Discord of a fancy-shmancy magician’s hat, simply lying on some grass. As made evident by the clips above, that hat is the entrance to the Magician’s Hideout! Each biome has a lord, which drops a portal to its respective dungeon. Here’s a small peek at what you can expect from this one:

It looks dark in that hat, hopefully there’s a spell in that book to light it up, there’s definitely one to light you up.

For those of you fortunate enough to survive the hat (easy dungeon btw), you’ll be greeted with a friendly portal to the larger part of the dungeon. Teleport animations return from legacy rotf (thanks to Bloodqwen for making the amazing animation and to Miniguy for building the system that powers it), allowing you to escape the magician’s hat with style.

🙂

We saved a lot of juice for the boss area. To reach the boss, expect to herd rabbits and admire Quaximi’s 3D designing skills. There are definitely worse ways to die in a dungeon.

No rabbits were harmed in the making of this video, they were transported to a better place.
You can almost hear the nostalgic *click* of a gate opening.

Oooh, a cliffhanger. You hate to see it! I guess that boss fight will be waiting for you to experience first-hand :).

CLOSED TESTING KEY: LQYM-PS9H-FQOJ-4BNZ
https://rotf.io/register

See you next week!

RotF: Closed Testing Pushed to February

As you might have heard, the start of RotF’s Closed Testing period is being pushed back to February.

It’s not a decision that we’re making lightly—our goal with Closed Testing is to iron out as many game-breaking bugs (particularly server-breaking bugs) as testers can find, and then polish individual pieces of content. But the period between bug-fixing and polishing is finite. Stability determines whether or not we have a playerbase. We need time to do limited playtests internally, before the start of Closed Testing.

Several games (in this genre!) have learned this the hard way. Realm of the Mad God, Trials of Titan, Domain of Magica, Desolate Lands—all of these games have seen fresh ideas and content, but due to stability issues, don’t have the sizeable playerbases you’d expect. Day1 stability matters a lot, and it can affect sentiment around the quality of your game, long-term.

So even if we have all of the playable content “ready” by Q4 2020, we don’t feel comfortable thrusting it into your hands, yet. In particular, there are six areas that we still want to improve before CT:

  • Build variety (through class skill tree, stat skill tree, and runes)
  • Primal + legendary items and their niches
  • Class special moves, abilities
  • World bosses + their loot
  • General midgame content
  • Internal stability testing

By the end of February, we think we can check these things off, and begin Closed Testing.

Until then, however, we know we need to do a better job of communicating where our progress is at. We’ll be doing weekly progress updates on Saturdays, here on aced.gg. It feels like a consolation prize to us (and it probably does to you, too), but we believe that this is the best way to make good on our promise of creating the game that legacy Revenge of the Fallen was meant to be.

Caramel Carnival Preview and Important Closed Testing Information

Hey all. We know it’s been quiet around here, so we wanted to give you an update on Closed Testing and a bit of the content we’ve been working on for Revenge of the Fallen.

We recorded a small preview of the Carmel Carnival dungeon, an early-game area meant for characters that are yet to reach level 20. Take a look:

We’re still polishing experiences like this dungeon. Holding ourselves to higher design standards, in code, art, and in gameplay, means that we’re ~80% of the way to closed testing, but we need more time to get everything ready. Unfortunately, this means Closed Testing will be pushed back until February. For more information on this decision, see the follow-up post here.

Revenge of the Fallen: jellies, potions, and more potions?

Welcome everyone! Today, it is I – Quaximi – who will be bringing you some updates on what we have been working on.

And since most of the keys tend to be at the bottom of the page, I thought that I’ll be evil and put mine at the top. Enjoy! WUML-S6JD-VPK7-1XPX (Use at https://rotf.io/register)

Jello-pocalypse!

Below you will find a video showcasing an environment for the Gelatinous Palace – one of the many biomes you’ll be able to come across whilst exploring various realms. Everything related to Gelatinous Palace has been sprited by the talented Mr. Foucs. 🙂

Although the palace will be something you’ll explore more in the biome’s dungeon, in the realm, you’ll come across a once lushful and beautiful cotton-candy forest, which has now been mostly taken over by the ever-hungry jello. You’ll explore the jellified forest in hopes of finding the lord, and getting access to the palace—all while fighting off the incoming jellies, trying not to join the jellified corpses scattered around the biome.

The Gelatinous Palace is directed towards early-game characters, and although we aren’t able to showcase its monsters in today’s post (behaviors are still in-progress), here is a little peek at the different enemies you’ll battle on your way to the palace.

And yes, they taste pretty good as well… 🙂

The potions!

As a continued effort, our local developers – patpot and Miniguy – have been making steady progress on implementing anticipated features, so that everything’s nice and ready for the upcoming closed testing session.

First off, we finally have the ability to drink (or consume, if you enjoy eating glass) stat potions! Have a look:

*slurp slurp*

And of course, since we are on the topic of potions, we also had to bring in the potion storage itself. Here’s how it looks so far:

Who doesn’t love self-organizing storages?

As always, everything in this post is WIP and will most likely undergo some changes, but for now that’s all we have to show for today. If you have any feedback, feel free to share it with us—we’re always happy to listen—and of course, stay tuned for more posts to come.

Thank you for reading, and have a wonderful day. 🙂

Revenge of the Fallen: Animations, Stats and UI for all

Hi all – patpot here! I’ve taken over the blog for this progress update.

A lot of you have seen the first draft of our realm system in the gameplay preview trailer, running with mostly legacy content. Since the release of that trailer, we’ve been working on the first three major home-grown biomes for the new realms. We’ve shown some concept art for it, and we’ll show a bit more stuff in this post, but expect a full teaser in the future.

Each biome is meant to be a splash of its respective dungeon, so it’s really important that the biome feels consistent, and distinct from other areas. Meeting this goal required a complete overhaul of our animation system. Miniguy had written the foundation of the new system a while back, and by finalizing it, we get to do magic—like adding some of the animations that our designers (Quaximi and MrFoucs in particular!) have been working on.

First look at animations for the Gelatinous Palace—wobbly!

As Q4 2020 approaches (along with our closed testing deadline), we’ve started adding some core UI that we need for the game to be playable. As with most of our UI, this isn’t final at all, but it moves us closer to our baseline. Here’s a WIP (placeholder?) player tooltip, for example:

Quick tip: tool.

And since we’re launching with a fresh database, I thought, “yeah, we should fill that up. with stuff.” I’ve been working on adding some lifetime stat trackers, so that you’ll be able to view your characters’ progression and accomplishments. Here’s what we’ve got so far:

For our NPE video makers to show that, yes, their RNG is that good.

Thank you for reading, as always! For those of you that scrolled down here immediately: respect, but be sure to read everything when you come back! 🙂

CLOSED TESTING KEY: IQHT-TD88-XF6O-22AF
https://rotf.io/register