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Steam News8 September 20223y ago

Making of Rogue Legacy 2, Future Updates, and More!

THE MAKING OF ROGUE LEGACY 2 ------------------------------------------------------------------------------------ If you love Rogue Legacy 2 and wanted to learn more about the trials and tribulations we went through mak

Full notes

Full Rogue Legacy 2 update

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What changed

0 fixes2 additions2 changes0 removals
  • Gameplay
  • Maps
  • Performance
addedEXTRA BEHIND-THE-SCENES STUFFDid you know the first boss we ever made wasn't Lamech, but actually Irad? This scheming eyeball was a great litmus test to see how far we could go with our new mobility mechanics (Void Dashing, Resonance Bouncing, and Cursed projectiles). Once the flow of the boss fight started to feel good, we felt more comfortable with our core mechanics and began fleshing out the rest of the game.
changedEXTRA BEHIND-THE-SCENES STUFFThe original design for the Stygian Study. We changed the background from white to purplish-orange for a number of reasons, such as style consistency with other biomes and general readability. Having enemies and projectiles draw clearly against a brightly lit background can be challenging.
changedEXTRA BEHIND-THE-SCENES STUFFConcept art for a Mimic Lantern by Justin Chan . We knew we wanted the Stygian Study to be full of surprises, so we originally requested multiple types of Mimics to inhabit the biome. Chests, paintings, lanterns, the whole shebang. When we actually got around to developing it (about 2 years after this concept art was made) we decided to cut down on this idea, to avoid things being too frustrating for players.
addedWHAT'S NEXT FOR ROGUE LEGACY 2?----------------------------------------------------------------------------------- We're still hard at work improving RL2, tweaking the balance, optimizing the engine, and finding new ways to encourage players to keep coming back. Optimization in particular has been a major focus, as we didn't have much time to do it during Early Access. We're happy with how the game runs right now, but there are some big areas where we can make the experience even better. It's also a great learning opportunity to better ourselves for future projects.

Rogue Legacy 2 changes

  • Roguehero
addedDid you know the first boss we ever made wasn't Lamech, but actually Irad? This scheming eyeball was a great litmus test to see how far we could go with our new mobility mechanics (Void Dashing, Resonance Bouncing, and Cursed projectiles). Once the flow of the boss fight started to feel good, we felt more comfortable with our core mechanics and began fleshing out the rest of the game.
changedThe original design for the Stygian Study. We changed the background from white to purplish-orange for a number of reasons, such as style consistency with other biomes and general readability. Having enemies and projectiles draw clearly against a brightly lit background can be challenging.
changedConcept art for a Mimic Lantern by Justin Chan . We knew we wanted the Stygian Study to be full of surprises, so we originally requested multiple types of Mimics to inhabit the biome. Chests, paintings, lanterns, the whole shebang. When we actually got around to developing it (about 2 years after this concept art was made) we decided to cut down on this idea, to avoid things being too frustrating for players.
added----------------------------------------------------------------------------------- We're still hard at work improving RL2, tweaking the balance, optimizing the engine, and finding new ways to encourage players to keep coming back. Optimization in particular has been a major focus, as we didn't have much time to do it during Early Access. We're happy with how the game runs right now, but there are some big areas where we can make the experience even better. It's also a great learning opportunity to better ourselves for future projects.

THE MAKING OF ROGUE LEGACY 2

------------------------------------------------------------------------------------ If you love Rogue Legacy 2 and wanted to learn more about the trials and tribulations we went through making it a reality, check out this fantastic documentary done by our friends at NoClip.

It's an in-depth look at not just the technical side of how we make games, but the emotional roller coaster we go through as well.

We've been huge fans of NoClip every since their DOOM documentary nearly 5 years ago, and we never dreamed to be a part of one, let alone have a complete video. It was an immensely fun experience, and they did an amazing job crafting a story that shows how difficult game development can be. Check it out below!

EXTRA BEHIND-THE-SCENES STUFF

------------------------------------------------------------------------------------ Watching the NoClip documentary made us all very nostalgic, so we thought it'd be cool to drum up some additional juicy tidbits about the game, including early concept art and game footage.

A very early art test with basic animation stepping and a pretty different looking character model.

Variations of the blacksmith. We knew he was going to be an ancestor of the original Rogue Legacy blacksmith, but we weren't sure if we wanted to show that information visually or through the narrative. The first few designs very closely resemble the original blacksmith, and the other variations get weirder and weirder. I liked H :)

Did you know the first boss we ever made wasn't Lamech, but actually Irad? This scheming eyeball was a great litmus test to see how far we could go with our new mobility mechanics (Void Dashing, Resonance Bouncing, and Cursed projectiles). Once the flow of the boss fight started to feel good, we felt more comfortable with our core mechanics and began fleshing out the rest of the game.

The original design for the Stygian Study. We changed the background from white to purplish-orange for a number of reasons, such as style consistency with other biomes and general readability. Having enemies and projectiles draw clearly against a brightly lit background can be challenging.

Concept art for a Mimic Lantern by Justin Chan. We knew we wanted the Stygian Study to be full of surprises, so we originally requested multiple types of Mimics to inhabit the biome. Chests, paintings, lanterns, the whole shebang. When we actually got around to developing it (about 2 years after this concept art was made) we decided to cut down on this idea, to avoid things being too frustrating for players.

WHAT'S NEXT FOR ROGUE LEGACY 2?

------------------------------------------------------------------------------------ We're still hard at work improving RL2, tweaking the balance, optimizing the engine, and finding new ways to encourage players to keep coming back. Optimization in particular has been a major focus, as we didn't have much time to do it during Early Access. We're happy with how the game runs right now, but there are some big areas where we can make the experience even better. It's also a great learning opportunity to better ourselves for future projects.

We hope to be able to talk more about this in the coming months. In the meantime, here's a quick sneak-peek at some of the changes we're implementing based on community feedback.

Anyway, that's all for now. This won't be available for a while, but we just want fans to know we're making RL2 even better every day. We hope you enjoyed getting a glimpse of

Source

Steam News / 8 September 2022

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