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

Status bars, SFX, and more!

This update has some cool new additions, which involve status bars (XP, Fame, HP, MP) and sound effects, like seen in the video.

In addition to that, there have been HUGE optimizations made to our client, nullifing the high memory usage we had before with new entity rendering, while heavily improving our FPS, once again, doubling it.

We have also taken time to improve our inventory handling, and it feels a lot smoother now!

I’ve also conducted a few tests on a very old system (J4005 dual core processor, 4GB ram, no GPU), and we can hit 70-80 FPS in crowded areas (Nexus), while easily hitting 150+ in more empty areas, like the Realm (and up to 280 in VERY empty areas, like the beach). Values based on 800×600 resolution, they are half that in 1920×1080.

Here’s the video for today’s post:

Thank you for catching up with us, and as per usual, stay tuned for future updates. 🙂

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 🙂

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!