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: 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!

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

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?

Featured

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!

Hello, World!

Welcome to aced.gg! We’re ACED Games, and we’re hoping to use this blog to keep you guys up to date with what we’re up to.

Currently, our only publicly available game is Revenge of the Fallen, playable at https://rotf.io/. Our goal is to bring the user-client to modern standards by porting it to Unity. As we make more progress, expect updates to be posted here 🙂

And when we finally move forward with some of our other projects, you’ll hear about it here too. Thank you!