Rampage Knights: Update #18 (version 0.23)

By boovie
New update of Rampage Knights was just released on Steam. As you know, the release is just behind the doors. We are pretty busy preparing all the stuff that is needed for the release: trailer, materials for press etc. We are in the middle of replacing some temporary stuff in the game intro and outro, fixing last fatal bugs and improving the expecience for new players.
This update brings improved ending cinematic, improved “training graveyard” in camp for new players to learn basic attacks, new fullscreen mode and option to select custom resolutions, and some improvements in the networking code to reduce lags caused by client/server synchronization on connect.
List of the changes:
  • Temporary ending cinematic replaced with a new one, followed by parade of enemies.
  • Improved training area in the left part of the camp, with tips on how to perform various attacks. Added training skeleton with shield to let new players learn how to break shields.
  • The stats screen on TAB now shows description of the last acquired item. This includes descriptions of curses, diseases and other effects (divine intervention, buff from the pit etc). Increased sizes of various texts.
  • Divine intervention effect removes all curses from the hero who used the altar.
  • Constructs spawned by the Dwarven Contraption item are not destroyed automatically after a timeout. You don’t have to fear falling intro a pit anymore when stading on the bridge created by the Dwarven Contraption.
  • Pirate’s Rum received at the start doesn’t count towards the Tasty Bewerage achivevement to prevent cheating.
  • Icicle sword freezes only some enemies on kill (randomly selected) instead of freezing all enemies in the room (still OP :) ).
  • Final boss: Reduced the duration of the phase of the battle where the boss leaves the screen for some time after his HP is halved.
  • Minor fixes: weapon prices, animation glitch of knights, removed pivot point markers from various sprites.
  • Networking: A system has been implemented which prevents lagging when players are moving from one level to another. The host now waits until the client is fully connected and synchronized. This also prevents lags when the client connects to the host for the first time.
  • Networking: Improved algorithm which handles situations when no networking packets are received for some time. The game should now recoved faster which should help reduce duration of lags when there are some problems with connection.
  • New resolution and display mode settings. There are now three video modes – windowed, fullscreen and “windowed (fullscreen)”. Custom resolution can be selected for the windowed and fullscreen modes.
  • The newly addded fullscreen mode is the “true” fullscreen mode usually used by games where the game gets exclusive access to the display. On some systems switching between applications may not be allowed in this mode but you can get better performance. We also hope that this mode can solve the issues with FPS some people are having on Windows 10.
  • The game previously used “windowed (fullscreen)” mode. This mode doens’t block other applications and message box, but also doesn’t allow custom resolution and may cause performance issues on some systems.
  • By default the game now uses the fullscreen mode. ALT+Enter switches between windowed and fullscreen modes.

Rampage Knights: Update #17 (version 0.22)

By boovie
New update of Rampage Knights was just released on Steam!

List of the changes:
  • Steam achievements. When you unlock a challenge, corresponding Steam achievement is also unlocked. When you first start this update the game will upload all unlocked challenges to the Steam. Reseting player progress in the settings menu will reset only the in-game challenges and rewards, but it will not reset the Steam achivements.
  • Insane difficulty is more difficult. There are more spikes and pits in the castle and players get random disease or curse at the beginning of every level.
  • Man at War challenge unlocks Shadow World. Talk to Tim, the Alchemist in the camp. Shadow World is a crazy broken mode for players who are able to beat insane difficulty. Don’t take it too seriously :)
  • New achievement Through Looking-Glass.
  • Assassin doesn’t receive throwing weapons at the start anymore.
  • Assassin with fatigue does roll now instead of doing nothing when you press evade button.
  • Players which completed Uncle Scrooge challenge start with 25 coins.
  • Rewards for challenges should be complete now. Also there are new hats and faces to unlock.
  • A hero skin suspiciously resembling Coach is back!
  • Weapon prices have been adjusted to make them more affordable.
  • Health of enemies and damage of their attack have been adjusted. The enemies should die faster, but they hit slightly harder. This should speed up the combat, but also make it riskier.
  • Minor fixes of graphical glitches on rampart.
  • Hero stats on TAB shows name of the current level.
  • The engine has an improved way to handle frame control when Vsync is enabled. Hopefully this will help people who experience FPS stuttering here and there.

 

Rampage Knights: Update #16 (version 0.21)

By boovie

New update of Rampage Knights has been released on Steam. The main feature of this update is local co-op. You can now play with your friend on the same machine!

New features and changes:

  • Local co-op is supported now. It runs in shared screen instead of split screen. Players must leave room together. This feature required many changes and hacks in the code so bugs and crashes should be expected. Please test thoroughly if you can.
  • In local co-op HUD is rearranged to show elements for both player.
  • In local co-op both players share the same profile. Kills and other statistics are counted together. It doesn’t matter who completes a challenge, it is triggered only once and both players benefit from the reward.
  • Local co-op supports save/load the same way single-player does. You can quit a game and continue later.
  • All bosses are enabled again.
  • Fights with mid-game bosses are not started automatically. Slime Head wakes up when he’s hit for the first time. Dragon breaks through the wall when a dragon egg is destroyed. Legion is triggered by a lever. This gives the players time to prepare.
  • Adjusted HP of the bosses to make them tougher. Also the bosses have bonus HP in co-op (previously only the final boss had higher HP in co-op).
  • Slime Head’s “push roar” is shorter, but stronger.
  • Slime Head doesn’t close his eye immediately after hit to give players chance to hit him more often.
  • Totems of Death have higher HP in co-op mode.
  • Beholder enemy is fixed. It has a proper melee and ranged attack now and spawns some demons on death.
  • Bean of Unnatural Growth is no longer playing male animation for female character when its effect triggers.
  • Spellbooks have smaller chance to drop.
  • Hero stats on TAB show currently selected difficulty.
  • Input from all gamepads is merged together in menus so any player can control the menus when playing local co-op.
  • Female character has proper skins for different armors and classes.
  • Giants have different sounds and weapons. Giant Skeleton does poison damage. Nether Lord does cold damage. Giant Devil does fire damage.
  • NPC in camp have some sounds.
  • New faces: Cyborg (male and female version), Ash, Bearded Lady.
  • HITS counter shows its effect on damage.
  • Fixed room maps, where enemies could spawn out of reach (without levitation).

rk_cyborg

Rampage Knights: Update #15 (version 0.20)

By boovie

New update of Rampage Knights has been released on Steam. The update brings new boss to the game – Legion. Hope you like it!

List of the changes:

  • The last mid-game boss Legion has been added. (We set the chance to meet Legion to 100% in this upate for testing.)
  • Bosses have larger health bars.
  • Enemies spawned by Slime Head boss do only melee attacks (they do not throw daggers).
  • Fixed crash when Bean of Unnatural Growth tried to spawn its effect on a hero who is a ghost.
  • The engine now uses different system for measuring time on Windows. Hopefully this may help some people experiencing lags in single- or multi-player. The game should also work better on systems with 120Hz monitors.
  • Vertical synchronization (Vsync) can now be enabled/disabled from Video Settings.

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):