Revenge of the Fallen: Loki & Hela, Asgard Dungeon Preview continued

Hello everybody! It is I, patpot, here once again to brief you all on what we’ve been working on. Last week, the team took on the first two bosses of the Asgard dungeon. For those who missed, it I highly recommend checking it out.

While the All-father himself won’t be making his debut in this post, we’re excited to show you some gameplay of the team taking on two of his children, Loki and Hela.

part 2 electri- wait, no, Thor was in the first video

So, that’s Loki and Hela. Some things to point out from the video:

  • Miniguy can’t dod-. For paycheck reasons I cannot finish that sentence

But more seriously:

  • As you might have noticed from our last few updates, we’re really trying to up our visual game. We’ve picked up some lighting tricks, many of which are on display in the Helheim (Hela) segment. Quaximi and MrFoucs went pretty hard.
  • While the numbers on everything are still placeholder, we have now completed a “first pass” of all four root classes and their abilities. We’re hoping to say more about them soon, but for now, you can watch the video and speculate.
  • Placeholder (but functional) death UI has been added. Being the responsible developer that I am, I died in the video to test it out. We have a lot of plans for permadeath in RotF, but this will work for now.
  • The 3D terrain and architecture throughout this dungeon looks great, but there are a few times where it can occlude your vision—particularly noticeable during Thor’s fight from last week. This will be fixed, and we appreciate all the feedback you’ve given us about the issue.
  • We’re still polishing Loki’s arena, which has a few unintended safe spots (notably, if you’re like Miniguy, you can literally just walk out of the pit when you fail to dodge). This issue will be fixed before release. We expect design issues like these to show up periodically in more subtle ways, so keep giving us feedback!

Here are some snippets from the video that we’re especially proud of.

Making your way to Hela:

it’s glowing…

During the Loki fight:

little lokis love lasers!

Fighting Hela: (good luck)

holy hel…

For those interested in joining us for Closed Testing, this post will be updated in 15 minutes time with a fun trivia game. As per usual, solve it first, and you’ll have yourself a key!

Also, since this post is a bit late, we’ll throw a second key up tomorrow. Thank you very much for reading.

Now, the third and final key for this post! (use at https://rotf.io/register)
[1]FK6-[2]P1V-[3]JZKOP[4]L
There’s been a lot of trivia going around, so to spice things up, I hid the missing letters in the two images on this post. Each letter is numbered, if you look really closely. I’m sure you can piece it together. Fill in the key as usual, and enjoy the hunt!

Here’s the promised second key! (use at https://rotf.io/register)
[1]6PGUXX[2]-W[3A][3B]U-[4]V18

[1] The first letter of the name of the testing period RotF is planned to enter this month
[2] The first letter of the type of previews the last two blog posts have been
[3A, 3B] The time span closed testing was originally meant to release in (2 characters)
[4] The first letter of the name of the senior designer in charge of all our 3d work

First key: (use at https://rotf.io/register)

[1]X56-[2]PDM-[3]07Z-YL8[4]

[1] The first letter of the name of the Underworld in Norse mythology.
[2] The first letter of the name of the Allfather mentioned at the beginning of this post.
[3] The first letter of the name of the god of mischief.
[4] The first letter of the name of the legacy RotF Necropolis item that gave invisible, damaging, berserk, speedy, and darkness (not including the word “the”). The *_ _ _ of Twilight

Revenge of the Fallen: Thor & Heimdallr, Asgard Dungeon Preview

It’s Saturday, and you know what that means: it’s time for another devlog! I’ve been looking forward to this one, since I think exemplifies our “core design” principles for dungeons and fights in rotf2. The video preview is a bit long, but I really hope you watch it in full—the playthrough is a bit insane.

Take a look:

these are only the first two bosses…

Like with our post about Nyx, the Molten Mistress, I’ll highlight a few areas from the dungeon that we’re particularly excited about.

Here’s a shot from the Bifrost. Worthiness seems to be a rather prominent theme throughout Asgardian lore, so players need to pass through the Bifrost to continue the dungeon.

just dodge lol

Players that fail to reach the end of the Bifrost to help defeat Heimdallr will be beamed all the way back to the Observatory. They will be unable to complete the rest of the dungeon.

i didn’t make it to heimdallr. i wasn’t worthy.

But that’s a bit further ahead. The dungeon begins in a spiraling mountain. We’re still mastering the use of verticality in rotf2, so if you see any oddities, let us know! That said, this climb at the entrance of the dungeon is one of the many benefits that the new engine affords us. Quaximi is smurfing on art, as always.

the second ring of the mountain.

There’s a lot of other juice here that you might notice see when you watch the video (screen shake, anyone?), and we’ll continue to look for ways we can add flavor to our worlds. This dungeon includes work from practically everyone on the team, and I think it shows!

This post will be updated with a CT key within 10 mins of its publication. You know what to do: refresh, refresh, refresh!

Closed testing key:

[1]LQU-F[2]J6-C[3]N6-OO[4]K

[1] The number of realms in Yggdrasil, not including Asgard.
[2] The first letter of the name of Thor’s brother, the god of mischief.
[3] The first letter of the home of the frost giants.
[4] The first letter of the source of the mythology that inspired this dungeon.

The start of closed testing is coming up soon. Are y’all excited? https://rotf.io/register

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: 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

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