Streets of rogue updates1/7/2024 ![]() The game isn’t currently built to support multiple players locally within an online environment, and it would be a ton of work to get this implemented, not to mention it would result in a massive number of new bugs. Will the game ever have combined local + online multiplayer? But for now – They would change the scope and complexity of the game by a huge degree, and add a large amount of development time. If this game gets a sequel, all of these things will be on my features list. Vehicles? Multi-story buildings? A more open-world city? If I were to work on something like that, it definitely wouldn’t be until after the game hit 1.0. A map editor would be a very large task by comparison. In particular, I’d like to allow people to create and share their own characters and mutators. I’d like to have mod support at some point. Will the game have mod support? Workshop Support? A Map editor? Specific plugins I’m using include 2D Toolkit for tilemaps and other non-UI 2D stuff, Light2D for lighting, Rewired for input, A* Pathfinding Project for pathfinding, NAT Traversal for networking, Steamworks.NET for Steamworks integration, uEcho for opening multiple instances of Unity (life-saver when working on multiplayer), G2U for importing text from Google Docs, Bad Word Filter PRO for language filtering, and EnhancedScroller for “infinite” menu scrolling. The game began development on Construct 2, but I ported it to Unity about 9 months in. tinyBuild are handling the bulk of marketing responsibilities, promotions, contacts with console manufacturers, all that jazz. The music and sound effects are created by Craig Barnes, and I have Matthew Weekes do environmental art when I need it (floors, walls and some objects). In terms of full-time day-to-day development, yeah pretty much. Full-time development began in March of 2015. How long has the game been in development? Unfortunately no, there wouldn’t be any way to share your creations since nothing like Workshop exists on consoles. Will the level editor be coming to consoles? This would have been really difficult to pull off as an indie dev. Also FYI, any mobile versions that you might see on the app store are fake, so don’t get suckered!ĭoes the game have cross-play between consoles, or the ability to transfer save data? It’s not currently planned, but we’ll see. I’m not going to rule it out, but this would require significant changes to the gameplay and user interface to be feasible. Could be a week, could be a couple months! When is the next PC/Mac/Linux build coming out?ĭuring Early Access, builds were released on a bi-weekly basis. Unfortunately there have been issues out of my control that have held up some of the console patches from release for a lot longer than I would have liked. Once the new console versions are built, they are then submitted for certification. This can be quick or it can take weeks, depending on how busy the porting team is with other projects. Once I’m satisfied that everything is stable, I can work with the porting team to merge the new code into the console versions. When I release new content on PC, user feedback allows me to quickly weed out bugs and release hotfixes. The console versions will always be a bit behind the PC version. When will the console versions get updates?
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