Rampage Knights: The first update of 2015!

By Chmelar Frantisek

After a long silence here’s the first big update on our upcoming co-op brawler in 2015!

It was a struggle, but the game is starting to shape rather nicely in the last few weeks. For those who are interested, here’s a gameplay video grabbed from our latest internal build:

We spent a lot of time in the past two months adding new items, enemies and unique encounters to vary the gameplay and enhance the challenge of the game. And the game is quickly approaching fully playable state (yay!).

Hopefully we will start internal beta testing within a week or two. Soon after we plan to release an Early Access version for those of you, who want to help with testing and fine tuning the balance of the game.

 

So, what’s new?

The game now contains 3 extra classes (on top of the default one) with special abilities and functionality. We have more in pipeline, but this is what works now:

classes2

 

Big issue we are resolving right now are  deaths and resurrection of heroes in both single- and multiplayer. It’s kind of tricky to figure it out for both and keep the game at least somewhat balanced. In multiplayer dead hero returns as a ghost and can do some disruptive “poltergeisty” stuff. His partner can bring him back to life by killing enemies.

ghost

 

We have added various blessings, diseases and curses (those are the icons below). They alter your hero over longer period of time. Some of their effects are quite radical and change the gameplay significantly, some are just for fun.

states

 

The game contains many new items like potions, armors, familiars. The “apothecary” below shows the variety of the new potions in the game. (Drink at your own risk! :D ) We also created several new offhand magic items with some pretty wild spells.

potion

 

We have a bunch of new enemy types that should mix things up and keep the fighting challenging while your hero gains better gear and powerful mutations during the campaign.

beam

 

That’s about it for now. We are still fixing some major bugs (it is surprising how many of previously fixed issues have crawled back in recently :D ). We are continuing to integrate networking with Steam, balancing the items and cleaning the clutter of experimental and broken features we don’t need in the code anymore.

I will give more details in the upcoming updates, which should be more frequent from now on as the release date approaches. Hopefully this time I will be more disciplined ;) .

 

Loot Hunter has been released on Steam!

By Chmelar Frantisek

Loot Hunter (build 108) is now available on Steam.

What’s new in the latest version:

  • enabled right mouse button
  • added shortcuts: I opens (and closes) inventory, key S opens stats, key J opens journal and key C opens challenges
  • key SPACE opens inventory and closes inventory, stats, journal and challenges windows
  • quicksave enabled (F5 save, F9 load)
  • changes level and stats system
  • taking a quest shows its destination
  • action “Regroup” better shuffles the battle table
  • fixed bug with the stopping music in the Map
  • journal shows all unfinished quests
  • fixed time in save data records
  • tens of minor bugs fixed
  • higher level enemy means higher chance to get a better item
  • added squadron of ships – tough enemy but better loot!
  • improved repair – depends on the player level
  • fixed bug with stuck ships

Rampage Knights – October update

By Chmelar Frantisek

Hi everyone, who is still waiting for news for our co-op brawler Rampage Knights!

As the release date is approaching we are getting things together. Our main problem right now is the network code, which is too slow to run the whole world with all the levels at once. That’s why we are changing it to handle the campaign one map level at a time.

We’ve added exit screens in between levels which count some statistics of the players like kills, damage dealt etc. It immediately spawned fierce competition to the point, where we focused on knockning each other out of the way to steal the kills and gold more than on surviving the fighths with monsters :) .

exit_screen

Meanwhile we are adding more stuff to the game – items, special encounters and enemies. Just like this beholder-like creature below:

beholder

Loot Hunter version 1.0 is released!

By admin

Hi! I would like to inform you, that we released Loot Hunter version 1.0. You can download it at our page http://www.rakeingrass.com/game_loot_hunter.php

Some changes:
- Added more than 50 items that can be used to improve your ships
- Improved battle gameplay
- The action Captain’s Order gives bonus to the boarding (attack damage)
- The boarding bonus icon is shown in the batlle now (if you have any bonus)
- The action Maneuver adds more cannonballs on the battle board
- Actions in the battle are sorted by action point cost
- There are more pirate ships generated on the map
- If you buy a level 2 action, the teacher will not offer the level 1 action anymore
- You cannot combine more than one of the same items on your ship
- You can scroll the items in your inventory, you can have unlimited number of the items now
- And tons of small changes and bug fixes

Rampage Knights post-Indiegogo update

By boovie

The Indiegogo campaign for Rampage Knights is over and it’s time to think about how we will handle the game from here. The campaign was not successful at all, so let me share what are our plans for the future.

The goal of the funding campaign was to test the interest of public, get feedback and start some buzz around the game. The money was intended for outsouring music and sounds, improved networking, Mac and linux ports, and for more content in the game.

Despite the fail we will try to finish the game the best way we can. For now we have to strip the unnecessary extra features we were planning. We will support only 2 players online co-op. We don’t have budget to implement 3 or 4 players at the moment. If we have enough time we would like to focus on local co-op on single machine instead (it is high on our priority list thanks to the feedback we got), but this feature may be delayed after the release. Hopefully the game will be successful enough after the release to implement the additional content in later updates.

One positive thing is that the game was accepted very quickly on Steam and I think it’s a good candidate for Steam Early Access program. If we don’t manage to finish and release the game this fall, we are thinking about starting the Early Access instead and delay the release to the beginning of 2015 to avoid very crowded time around Xmas. We are also considering releasing the game on Steam only at first (PC and Mac version) and adding non-Steam builds and purchase options later on.

We would like to thank all of the Indiegogo backers who supported us and the game. We really appreciate it and hopefully the game will be more successfull on its release. Thanks!

Right now we continue to work on content for the game. Here is a small preview of one of the bosses in the game (work in progress):