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!

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-trading, enchantment testing, /tell

Miniguy here again–small progress update! We finished writing the trading system, and wrote some commands to test the limits of the enchantment/item data system.

We also got /tell working, which doesn’t sound like much, but there’s a bit going on behind the scenes that makes it an important milestone. When we return, we’re hoping to run two servers–one in NA, and one in EU–so getting cross-server communication working has been on the to-do list for a while.

Being able to /tell a player, regardless of which server they’re on, is exciting for us (even though it’s boring!) since it also marks the completion of some cross-server backend stuff.

Below is a video showing some of this stuff. I enchanted a tome to have a larger aoe, traded the tome to patpot, got it back, then made fun of him with /tell. The UI for trading is NOT final–but it works for now!

if you’re interested, you can see more enchantment magic here: https://www.youtube.com/watch?v=-eNPW_fPOgw

As promised, each of our blog posts will end with a closed testing key, which can be used at https://rotf.io/register.

Closed testing key: 07DP-DZVS-8HXU-OLYW

Thanks for sticking with us!

Revenge of the Fallen: The Realm Gameplay Preview

Hey! At the end of the month of June, we uploaded a quick preview of our vision for the new realms in Revenge of the Fallen. We’d discussed our plans loosely during a Q&A session, but it was the first time we’ve shown gameplay of it publicly.

Most of you guys have already seen it, but to be clear, the video does NOT represent a finished product–not even remotely. We’re getting closer to closed testing, so we wanted to show where we were at + what we’ve been working on so that y’all could get excited. We didn’t do a good enough job communicating that “close to testing” did NOT mean “close to a finished product.” Oops.

I’ll be linking the video below so that anyone who hasn’t seen it can do so, but, just to address some common questions/concerns:

  • The biome areas that are seen in the video are placeholder. We intend to fully populate each biome with thematic minions, decorative objects, etc.
  • Dungeons and keys are still core features of the game. The lords of the biomes are meant to drop the portals to their respective dungeons.
  • Since these biomes were placeholder, most of the lords were just the bosses from their dungeons, but that’s not a permanent thing! Each dungeon in the game is meant to have a unique biome, tileset, minionset, and a lord to match it in the Realm.
  • More work will be done to make the transitions between each biome feel natural.
  • Each class is meant to have a unique Defensive ability. The two that are shown in the video, deflection + ghosting, will not be used as-is. The Defensive resource bar will also not be used as-is. We know how overpowered those abilities are in the video. They were just there for testing.
  • There will be several different world bosses–not just the one seen in the video.
  • The world boss featured in the video will have several more phases, and will be more challenging.
  • “Beta keys” are now being called “closed testing keys” to more accurately reflect development state.
Happy pride. Black lives matter.

From now on, each blog post will include a closed testing key, which can be used at https://rotf.io/register. Each key is one-time use, so keep your eyes peeled. If you redeem a key successfully, once testing begins, you’ll receive an email with instructions on how to download the testing client and play.

Key: FDG9-XSQO-SGEM-6WRM

More to come, soon. Thanks for sticking with us.

ACED Games: RotF when?

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

Purple bags, white bags, vault chests, you name it!

one bag, two bag, red bag, blue bag.

Hey guys! This is an update showcasing inventory and bag functionality for the Unity client. The UI is still highly work-in-progress, but you can now:

  • Drop items from your inventory
  • Pick up items from a bag
  • Swap items in/out of a vault chest
  • Double click items in your inventory to equip them
  • Double click items in a bag to loot them

It may not seem like much, but with this update, almost every part of the game is playable. Earlier today, I went through a Necrop run on the live server. “Twitch” died (rip 5/8 lol), but it otherwise went well. Don’t get too excited, though: we still have a lot of work to do!

While we’ve got you, here are some other improvements we made:

  • Optimizations relating to chat
  • Optimizations relating to inventory UI
  • Changed movement interpolation to be less “icy”

As always, thanks for following our progress. Things are looking good!

Unity Client Performance Demonstration

crazy framerate!

This will be our last update for the day. A lot of progress being made in a pretty short time span! The above video puts the client under a lot more stress than it will ever endure during normal gameplay, and it handles perfectly.

Worth noting:

  • Recording software reduces framerate
  • Demo was run on a mid-range computer (i5-6500, NVidia GPU from 2015)
  • The inventory UI is completely placeholder and will NOT be used as is. It’s just there for testing.

Thanks for following our updates 🙂