6/3 - Lightrise being featured on Groupees.com bundle

  • Posted on: 3 June 2015
  • By: DestLocke

Lightrise is being featured in an upcoming bundle called Be Mine on their website. It is their most popular bundle, so should help get Lightrise some exposure, which can never hurt!

Becuase of this, I'm freezing Lightrise at 0.9.7 for now until at least after the bundle is completed.

I will update with the address when it goes live on Thursday!

5/19

  • Posted on: 19 May 2015
  • By: DestLocke

Next patch on tap:

0.9.7

- Removed dynamic LOD levels for now because they were causing a lot of load lag.
- Raised minimum detail distance on trees since it was causing some casting effects to be seen through trees
- Yet another potential fix for equipment groups between players (and self) getting out of whack. This one might actually work!
- Fixed an issue where if you selected a spell after beginning a melee attack, it would switch the camera prematurely.
- Fixed suicide death every kill.
- Made wins give more XP, left losses the same. Made max XP loss per fight 125 and upped max XP win per fight to 250.
- Fixed issue with minimap having transparent areas due to tree conflicts
- Fixed melee still doing damage on Dueling game mode
- Updated many textures
- Reduced blind from link stream on BloodDrain
- Disabled melee back damage until I can figure out a reliable solution for it. Chances are I'm going to have to redo melee, with the "sweeping" colliders as I have them now, there's a lot of error in registering back vs front reliably.
- Added hit effect feedback on hit player for Lightning strike

5/14

  • Posted on: 14 May 2015
  • By: DestLocke

Next patch is coming along a little slower than anticipated, but it's coming soon. Stay tuned.

0.9.6 Live Notes
- Tweaked some timings with melee
- Switched melee to use capsule cats rather than ray casts. What this means is better coverage around the weapon swing, which should improve the feel of melee significantly.
- Rest damage penalty has been increased.
- Fixed bug that was causing a delay before the first tick of AOEs!
- Fixed system messages not properly reporting increased damage while resting.
- New bindings for MouseWheelUp and MouseWheelDown
- Dropping a binding on top of another will now move the old one to unbound, and bind the new one.
- Implemented Steam backend
- Implemented auto-login/account creation via Steam (Just need to get Greenlit!)
- Implemented character LOD solution which I've been meaning to do for a while, and should further improve performance.
- Fixed bug: footsteps were being played while airborne
- All character textures updated
- Harmony trees greatly thinned out and mostly replaced with 100yo Sequioas.
- New tutorial mini-game Skeleton Horde
- Casting time on Waterburst lowered to 1.5s
- Fixed quality setting not saving session to session
- Varying sounds for death & melee now (still not final)
- Extended 2h melee swing a bit

Dev Blog 5/4

  • Posted on: 4 May 2015
  • By: DestLocke

This week I'll probably hit some more skills, and maybe a new game mode depending how time permits.

Greenlight is going ok, but we're pretty much the guinea pigs for Greenlight, since THE MORNING AFTER we published our campaign, Steam began requiring accounts spend $5 before being able to vote on Greenlight. (article: here) We went live Thursday, this started Friday. /Facepalm us for not getting to Greenlight sooner, but that means we have no idea if that means it will be easier (with less total votes being the consideration), or harder (since we're going to have less votes than pretty much all other games prior to that day relatively speaking). Hard to say, all we can do is wait.

0.9.6

Live Notes
- Tweaked some timings with melee
- Switched melee to use capsule cats rather than ray casts. What this means is better coverage around the weapon swing, which should improve the feel of melee significantly.
- Rest damage penalty has been increased.
- Fixed bug that was causing a delay before the first tick of AOEs!
- Fixed system messages not properly reporting increased damage while resting.
- New bindings for MouseWheelUp and MouseWheelDown
- Dropping a binding on top of another will now move the old one to unbound, and bind the new one.
- Implemented Steam backend
- Implemented auto-login/account creation via Steam (Just need to get Greenlit now!)
- Implemented character LOD solution which I've been meaning to do for a while, and should further improve performance.
- Fixed bug: footsteps were being played while airborne
- All character textures updated
- Harmony trees greatly thinned out and mostly replaced with 100yo Sequioas.
- New tutorial mini-game Skeleton Horde
- Casting time on Waterburst lowered to 1.5s

Patch Notes (0.9.5)

  • Posted on: 2 May 2015
  • By: DestLocke

Another day, another patch. This is a small follow up patch to yesterdays, enjoy!

- Finally found and fixed those (hopefully!) annoying after-patch binding and missing skills bugs that required Reset All.
- Decreased Waterburst cast time from 3 to 2.5
- Decreased Blood Drain ray range by 20%
- Decreased Blood Drain's damage/gain from 40 to 32
- Fixed potions not returning to previous skill
- Increased Blood Drain cooldown from 25 to 40

Lightrise 0.9.4 Available now

  • Posted on: 1 May 2015
  • By: DestLocke

Patch Notes:

- Increased arrow speed 13%
- Made arrow trail much more visible
- Increased fireball cooldown 50%
- Improved projectile visual for Nor'Easter
- Added WaterBurst spell
- Fixed bug with Rest sound cutting out if too many people rested at once
- Remedied a network issue involving characters bumping into each other and how that was handled
- Updated dirtball sounds
- Added ThickSkin skill
- Decreased strafe speed by 25%
- Added Blood Drain skill
- Reworked blocking animations
- Added shield avatar group
- Reworked blocking mechanic:
- back damage will no longer be blocked
- Varying damage modifiers depending on which weapon you have out - sword/board > 2h > staff > bow
- Fixed damage on melee differing between giver/taker
- Fixed lightning ball sometimes registering front/back in same spot over multiple shots
- Fixed various animations (still more to come)

New Dev Blog / Live Upcoming Patch Notes (0.9.4)

  • Posted on: 27 April 2015
  • By: DestLocke

Well, as a few of you probably know, I've been posting live patch notes (AKA as I do the work) on the forums for some time now. I'm moving these posts into the front page of the website, with other insights etc, to hopefully create a Dev Blog of sorts.

As most of you know, the Greenlight is in full-swing, and we're doing pretty well overall Our challenge is getting across how Lightrise is different than a typical arena FPS, and just how different it is, because at first glance, it's probably somewhat difficult to see. We probably need some better materials as far as that goes, and we're working on it. We could also benefit from you guys, making videos, streaming and spreading the word to more people who could and would appreciate this sort of game.

Obviously a big part of that is social these days - it's never been more important to follow us on facebook and twitter! As much as I hate it, marketing is king in the gaming business. The links are on the side of this page. And of course, if you haven't yet, vote for us on greenlight!

0.9.4

- Increased arrow speed 13%
- Made arrow trail much more visible
- Increased fireball cooldown 50%
- Improved projectile visual for Nor'Easter
- Added WaterBurst spell
- Fixed bug with Rest sound cutting out if too many people rested at once
- Remedied a network issue involving characters bumping into each other and how that was handled
- Updated dirtball sounds
- Added ThickSkin skill
- Decreased strafe speed by 25%
- Added Blood Drain skill
- Reworked blocking animations
- Added shield avatar group
- Reworked blocking mechanic:
- back damage will no longer be blocked
- Varying damage modifiers depending on which weapon you have out - sword/board > 2h > staff > bow
- Fixed damage on melee differing between giver/taker
- Fixed lightning ball sometimes registering front/back in same spot over multiple shots
- Fixed various animations (still more to come)

Road to Greenlight

  • Posted on: 30 March 2015
  • By: DestLocke

Greetings all! Sorry for the sore lack of updates; while I did THINK about doing an update every single day, many days have passed without one! Nevertheless, it's going to be a short one!

I've set a date of April 15th to publish our Steam Greenlight campaign. It's time. The game has been in intense open alpha for almost 3 months now and I feel it's approaching a point where we can begin this process.

Over the next 2 weeks there will probably be slightly less patches as I attempt to rip through a lot of things I want to get done before the 15th.

I won't sit here and tell you about all that's changed in the game, because you can always read the book-length pile of patch notes if you wish, or simply jump in the game!

That's it for now, time for me to get back to work. In the meantime, you can always find me on my stream (http:/www.twitch.tv/destlocke) working on the game.

p.s. If you need someone to fight while checking the game out, come into the stream and say so; If I'm not in the middle of something, I can usually make some time for a few duels!

Thanks!
Dest Locke

Update of 0.7.7 status!

  • Posted on: 26 February 2015
  • By: DestLocke

Well, like I'd been saying for weeks while putting out patch after patch of mostly bug fixes and minor changes, once that phase was over (for now), I was going to hit it hard with some of the things that have been nagging me. It was time to start turning the corner with a lot of the game's systems, and really start doing some WORK.

I have lifted the hood and pretty much taken the engine out. I'm carefully thinking about directions as far as the game's mechanics and systems, and even backed myself out of a few corners I had previously painted myself into (even if by design) early on in development. One of those things, for instance, was attachable items in the avatar - sure I could do it - sub out a staff for a mace when you swing .. yeah, I could do it - and some might have wondered why I didn't do it sooner. It's just because it was pointless to do a hacky implementation of it. I needed to get in there and reassess the way the systems worked, I had to add new attributes to skills which would allow me to not only specify valid "equipment groups", but also specify which animations to play based on which group is active (i.e. 1h vs 2h weapons). This is all coming from a place where there wasn't even a concept of weapons. I also need to still add the rest of the conversion, which includes modifiers on cooldown and damage (and probably other things) on each valid equipment group per skill. The first thing that comes to mind is oh that's for melee 1h and 2h, which is true.. but it could be for other things to.. for instance, think of a set of staves, for instance, that cast faster but do less damage with the ability to switch on the fly so you could switch back and forth based on the situational.

-The camera work has been big, it feels like ions ago I did it, but it was actually only a few days ago :) I think people will really enjoy this, it's a much more.. how should I say it.. familiar feel.. I've streamlined all camera views, changed the rotational positioning of it.. a lot of a good things here.. I believe players will feel right at home.

There's also a whole host of other things; I fear some things have slide off the Live Patch notes, but a lot of stuff isn't finished yet, so that list is going to get a lot longer right near the end. I haven't even touched upon skills, but there's probably going to be at least 5 new ones, and that's if I don't get a chance to add any new spells. (I would like to do leeches among other things)

Well these changes have snowballed all over the place, to say the least. We're making amazing progress, but it's A LOT of changes. Pretty much no system has gone untouched, and as much change as you will be able to see, there's probably twice as much that you won't -- but it's all for the greater good of the game in the future. So far, I'm already prouder of this patch than the last 20 put together.

So what's the ETA? I originally would have liked tomorrow, but that's just (probably) not going to happen. Anytime after tomorrow and before mid next week. It will depend greatly on how smoothly a lot of the implementation goes in the next day or two.

Cheers!

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