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Steam News6 April 20179y ago

Rogue Stormers Experiment - Day 10

Upgrades, upgrades, and upgrades It has been a long time since our last update. So we try to catch up with the latest development.

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What changed

0 fixes1 addition0 changes0 removals
  • Gameplay
addedUpgrades, upgrades, and upgrades It has been a long time since our last update. So we try to catch up with the latest development. Vincent planned upgrades, trying to cope with the restriction to use only the features and content available. His goal was to provide some new, unique items. Pictured below is kind of an “Upgrades Playground”. Basically, it is a test level which offers a controlled environment, without features that could interfere with the test. That way Vincent knows exactly what action triggers what, when, why, and how. The downside of this approach is certainly that if he encounters a bug and is not able to fix it on the design side, he has to drop the upgrade entirely. Once an upgrade is tested, bug-free and working, Vincent submits it and it’s ready to go into the game.

Rogue Stormers changes

addedUpgrades, upgrades, and upgrades It has been a long time since our last update. So we try to catch up with the latest development. Vincent planned upgrades, trying to cope with the restriction to use only the features and content available. His goal was to provide some new, unique items. Pictured below is kind of an “Upgrades Playground”. Basically, it is a test level which offers a controlled environment, without features that could interfere with the test. That way Vincent knows exactly what action triggers what, when, why, and how. The downside of this approach is certainly that if he encounters a bug and is not able to fix it on the design side, he has to drop the upgrade entirely. Once an upgrade is tested, bug-free and working, Vincent submits it and it’s ready to go into the game.

Upgrades, upgrades, and upgrades It has been a long time since our last update. So we try to catch up with the latest development. Vincent planned upgrades, trying to cope with the restriction to use only the features and content available. His goal was to provide some new, unique items. Pictured below is kind of an “Upgrades Playground”. Basically, it is a test level which offers a controlled environment, without features that could interfere with the test. That way Vincent knows exactly what action triggers what, when, why, and how. The downside of this approach is certainly that if he encounters a bug and is not able to fix it on the design side, he has to drop the upgrade entirely. Once an upgrade is tested, bug-free and working, Vincent submits it and it’s ready to go into the game.

Source

Steam News / 6 April 2017

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