The next update won't be mainly a content update I don't think, but we definitely should take the opportunity to throw in a few new things to encounter in the world!
WE'VE had the PS4 patch done and submitted for over a week. Its just making its way through QA and Sony's cert process.
New content already underway
Also, for those jonesing for the PS4 port:
New content already underway
Also, for those jonesing for the PS4 port:
I made it from thezone line atFive Pebblesall the way to the scavenger gate in the Outskirts without a death.Chimney Canopy
O_O I have been falling/chased/thrown off CC to my death for days now. There had better not be a high-karma gate at the bottom I tell you!
so started this a while ago. Can I kill these green snake monsters? I throwed 5x a spear into one and it didn´t die. Also can I only throw spears and rocks? Can´t I just attack with a spear?
You can kill them, but it takes quite a bit of effort. Headshots don't work btw, it just bounces off their armour, so if you want to kill a lizard you have to hit it from the sides or rear.
But really the better strategy is to run and hide. You are low on the food chain and this game is about being physically under-powered but cunning.
Your game is only saved in hibernation chambers, which show up as rectangles on pipe entrances, your map, and your helper's holograms.thanks for answers. So I can basically assume it is kinda like Oddworld, where you will die to anyone and can´t do much against it? (Not about the J&R or puzzle part). Also by sides you mean it´s belly(bottom) and back (top) right?
Also how do I know if I am at a checkpoint? Does the little yellow thing always tell me that I now need to sleep?
You can kill them, but it takes quite a bit of effort. Headshots don't work btw, it just bounces off their armour, so if you want to kill a lizard you have to hit it from the sides or rear.
But really the better strategy is to run and hide. You are low on the food chain and this game is about being physically under-powered but cunning.
Whew, lots of work these day! I'm doing some multiplayer stuff (basically an arena mode) and difficulty modes. The idea for the difficulty modes is that you'll be able to select a slugcat to play as, and they'll come with a few different perks and/or slight variations to the world. For the first update I'm gonna do 3 of them ~ Yellow (easy), White(normal) and Red(hard). White will ofc be just like the current game, whereas the other two have slight variations.
Here's Red carrying an extra spear on its back:
The extra spear goes outside of the two "slots" of the hands, meaning that you can have it simultaneously as carrying two other objects (and potentially a fourth one in your tummy). The spear is stashed and retrieved similarly to how you swallow stuff, but requires a significantly shorter button hold. I think there should perhaps be some more animation to the slugcat's arms when putting/retrieving the spear, will get to that later today.
This is a pretty significant boon to the player, but don't worry, playing as Red will be very very challenging! Red is basically for the action-oriented players, and you'll need that extra spear.
Playing as Yellow on the other hand is going to make your life easier in a bunch of ways compared to White
Do youToday I decided to jump back in... and I finally made some progress!I totally didn't save scum...
Do you?copy the savegame files somewhere and paste them back in the folder after you die
Just steam-rolling through the list of little things for this next update. It's gonna be pretty substantial, apart from new game modes there's actually a bit of content sneaking in as well, but I don't know how much I want to give away!
Several little weird uninteresting problems show up as a side effect of splitting the game into two modes that you can switch between ~ for example I had the Threat Music from single player unexpectedly show up in multiplayer, etc etc etc.
In the game I actually call it "arena mode" right now rather than multiplayer, because it's possible to play by yourself as well and just brawl against critters. Don't know for sure where the name is going to end up, but I think "Arena" might be good - I would call it "Sandbox" but that's gonna be the name of a specific Arena mode, so it gets a little complicated!
(lame multiplayer footage of me running around alone - but yeah, you get the idea, slugcats and everything else thrashing around like mad in a little room. And yeah, I think that centipede killed a vulture )
Also, what might be very good news from a technical standpoint! Previously I had loaded all the sounds of the game on startup (a clunky setup, but we had to do it that way so James could feed it external sound files) and that soaked up a loooot of RAM. So I decided to try to load the sounds through Unity instead ~ and that actually worked. So now the game is lazy-loading the sounds, and RAM is doing much better. But the REAL good news is that this enabled me to call the elusive Resources.UnloadUnusedAssets(); method, which just drops everything in RAM that's not being used. I couldn't do that before because Unity didn't recognize all of my hack-loaded sounds and ditched them, but now after a few tweaks it worked out, and *that* truly worked wonders for the RAM issue, it seems. So, all fingers crossed, the RAM crash demon might finally be purged, and people won't any longer get crashes every time something slightly graphics intensive loads. Touch wood, fingers crossed, but seems to actually be a big step in the right direction!
In difficulty mode news, things are coming along. Red is pretty much done, and is extremely hardcore. I went ahead and made Red not save maps on death just like old Rain World 1.0, because some people mentioned missing that feature.
The main thing about Red is eating meat:
Animation is perhaps not quite there yet, but you get the idea. Don't want it too gory, but would rather just suggest the concept through the movement of the characters. Might take a little tuning!
Yellow is coming along and is generally easier in a bunch of ways, some of which are specifically targeting karma-related frustration. Some people want to see the game but just can't deal with the punishment, and Yellow is supposed to go in that direction without necessarily scrapping huge game mechanics. So just a little easier to steadily progress and see new pretty backgrounds, without being beaten into the ground too brutally for a random slip. It's still going to be rain world of course, with lizards hunting you and stuff like that, but just a little bit more approachable.
So all in all, good progress!
This is a game I've watched the development of for a long time and it fascinates me even if just experiencing it via YouTube. Are you planning on releasing it for any additional platforms?lots of exciting stuff coming in the update!
This is a game I've watched the development of for a long time and it fascinates me even if just experiencing it via YouTube. Are you planning on releasing it for any additional platforms?
I'm not the developer - just quoting from their dev blog
It's out now on PC and PS4, with vague plans for Vita (long time since it was confirmed)
It's made with Unity so shouldn't be the hardest thing in the world to port to other platforms, but I have no idea if it's selling well enough to justify it...
Nothing stop this train
(Yes, they're still designing more creatures)
The PS4 1.01 patch is out: https://twitter.com/RainWorldGame/status/869717084779032577
Damn, you guys don't rest. These new creatures (these, the "mosquitoes") look even more fluidly-animated than the original creaturesmore new friends
Damn, you guys don't rest. These new creatures (these, the "mosquitoes") look even more fluidly-animated than the original creatures
Turin Turambar said:So, any kind of ETA to the next update?
They're modifying the game into three difficulty modesWoah, I wasn't expecting post-launch creatures. How does it work, are they just integrated into the base game and populate areas where they didn't used to be?
They're modifying the game into three difficulty modes
White - the base/original game
Yellow - an easier mode
Red - a hardcore mode, where these new creatures will be added
New mechanics too, like being able to holster a weapon on your backThis is great. I backed the game, but I was unable to make decent progress through it because I found it to be too difficult and unforgiving. Shame this affected the review scores for the game.
A glimpse of that madness, from arena modeThis game would have so many incredible moments with CO-OP. Waiting for its implementation.
While that aspect can be frustrating, especially if you're in a tougher area, it's not really a "try again immediately" kind of game. Ideally you want to stay in a region for a while, doing short exploratory runs to learn about the areas, its ecosystem, where food is, etc.I heard that, more than the difficulty, the game is very annoying as you have to "pex" some stuff before trying the zone again. So yeah, somehow you can't just "try again" immediatly.
I don't remember the exact complain but that's what put me off.. That being said i just saw the game at GoG and thought about it. Did i understood something wrong ? Is the game enjoyable despite that ?
The latter. You have all your skills when you start; it's learning the ecosystem, how species interact, what items do, mastering your moveset, and so on that lets you progress furtherI am thinking of upping my humble to the highest tier for Rain World. I don't know much about it but it looks really cool. Do you get different upgrades or items as you progress ala Metroid? Or is it mainly just "learning" as a player to survive.
The latter. You have all your skills when you start; it's learning the ecosystem, how species interact, what items do, mastering your moveset, and so on that lets you progress further
And another one
And another one