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

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!