- New patch is live. - 21 December 2020
I did a lot of testing for this patch but I am not sure if it solves the problem yet. This should fix any issues with the random generated levels having doors that are locked when they should not be. I have tried multiple times in the past to address this issue but this time I really went in and ripped things apart. If this patch does not work then I am going to probably go crazy lol... This patch also address some other very minor things such as key bindings with long names not taking over your weapon and ammo count boxes.
- Patch and sale for Revulsion soon. - 15 December 2020
Eloquencia has taken a large chunk of my time lately. Its a fully open world, multiplayer retro graphics rpg. Its a very different style of game from Revulsion. Its questing system is inspired more from Morrowind than it is for modern day rpgs and it involves building things as well as crafting. With that said my goals to switch gears and develop for Revulsion is soon. I need to get some things in place. I plan to fix a bunch of smaller bugs as well as nuke the system for Doors spawning from orbit. I really need to get into the habbit of updating more often as I have been working constantly lately and I tend to get very focused on one thing and forget other things as well. ==== Update on Eloquencia progress. https://odysee.com/@TheCastle:8/Eloquencia2020-12-14-22-25-33:2?r=73hPJCj4yzq4A5Suazj6gtPcavHb7aRB
- News coming later today. - 14 December 2020
I know things have been quiet here lately but I plan to get a video out showing what I have been up to. I do plan to get a patch out for Revulsion soon and I also have some really big news for progress on Eloquencia.
- A couple small bug fixes are now live. - 27 November 2020
This is a quick patch that addresses a couple issues. 1. lag spikes caused by breakable objects should be gone or greatly reduced. (The breakable geometry was causing the nav mesh to recompile) 2. Some sounds were not properly hooked up to the options menu.
- New Revulsion patch is live! - 23 November 2020
So this patch is meant to address a few issues I promised to address earlier this month. Sorry for the delay. Eloquencia and lack of internet has been extremely distracting. This patch also makes some design changes as well. Doors should no longer cause huge lag spikes when they open or close. This was a super silly issue where it forced the game to recompile the entire nav mesh when a door changed its state. This SHOULD be 100% fixed now. The speed that everything slows down while near death has been nerfed considerably. When you are about to die the game would slow down a huge amount before but now it only slows down about 20%. It used to slow down by 75%. I reinforced the random world generation system to make sure there are no locked doors or unbeatable levels in the world. I am not 100% sure if this solution solves the problem but after making changes I was unable to reproduce the…
- Eloquencia And Revulsion - An update on the status of both of my games. - 20 November 2020
My internet has been down for about a week and its been absolute hell. During that time I have been absolutely focused on my next game Eloquencia. Eloquencia is a classical RPG with 2d pixel art graphics that I am currently developing. I have a lot of hope for this project and its been super intense to get as much done as possible. My goal is to get something playable and begin showing it off by the end of the month. LBRY / Odysee will be where I host the games files while it is in its early state. I apologize for not getting Revulsion patched sooner! I should have got the next patch for the game out but Eloquencia and lack of internet has basically been my excuse. I want to correct this as soon as possible. I plan to get the game patched by Monday at the latest. Please forgive me, I really did mess up on this and hope I have not turned off too many people who have been waiting for the…
- Revulsion - New patch, also lets take a look at deprived difficulty. - 7 November 2020
New patch increases xp you gain for killing monster. This patch also fixes an issue where you can get to the new game plus by completing specific content early. https://open.lbry.com/@TheCastle:8/Revulsion2020-11-07-01-11-41:e In the video I show the hardest difficulty in Revulsion and talk about it for a bit. Its super punishing to a point of being masochistic. I think very people really know about it. ===================================== Eloquencia - A first look at my new game project. https://open.lbry.com/@TheCastle:8/Eloquencia2020-11-07-02-25-42:2 This is trinity based multiplayer loot based rpg with retro graphics. I want to include building mechanics as well.
- Revulsion Update - What to expect this month. New Game announced. - 6 November 2020
So this month will mostly just be bug fixing and optimizations. I do plan to do another sale as well. Also there is a chance that I may be doing a sound overhaul for various things in the game. I have some connections now to get things like that in place. Eloquencia is a new game that I am working on now that is meant to be a combination of Delver and Terraria style multiplayer RPG. More to come soon. I talk about it in the video. https://open.lbry.com/@TheCastle:8/Revulsion2020-11-05-04-20-07:8?r=7SAm6cZKS9naPabVZ54PJhU4cgvPneS8
- Small update - Removes experience point penalty on death. - 31 October 2020
I completely forgot this was even a thing and would have removed it much sooner. The penalty still exists for deprived difficulty however.
- Revulsion Update Vlog - Removed level caps, EXP changes and end game content. - 29 October 2020
Vlog update I talk about various changes to the game. So far I am happy about the end results of the project thus far. Coming back to work on Revulsion was a good idea I think and I feel pretty confident I can fix most of the issues that are being discussed right now. https://open.lbry.com/@TheCastle:8/Revulsion2020-10-29-01-50-55:f?r=7SAm6cZKS9naPabVZ54PJhU4cgvPneS8
- New update with various balance changes and fixes. (More to come) - 29 October 2020
You can now level all the way up to level 100 without having to complete any trial missions. The entire temporary level cap mechanic has been removed. Amount of xp gain for killing monsters that are too far below your level has been reduced. Amount of xp gained for completing missions has been reduced. Amount of xp gained from completing challenges has been reduced. various small tweaks and changes to a lot of general things. I have been thinking about making the open world content variation of the game be considered "end game". Its just an idea but its kind of an interesting one I think. So right now the open world content kind of just overlaps with the existing missions. Its fairly redundant at the moment. But it would be entirely possible to make it so the current open world content is designed for level 100 game play. I can go through each of these missions and tweak them so you bas…
- New version of Revulsion is now live! - 27 October 2020
This patch includes a host of changes and updates. It also includes an entire section of the game that is called "Open World" which is the first design flow for the game from when it was originally designed. This is about 5 hours of content that is now added in addition to the current missions. The entire game engine has been updated to the latest version of the Unreal 4. The original version of Revulsion will be accessible again. This is how the game was originally designed. Once upon a time it was a open world game and flowed a lot more like Dark Souls. You can actually play through the old version of the game in its entirety if you want to check it out. You can still play all of the missions as well. All ammo types have a slow auto-regen effect. All monsters provide experience points even when they are super low level. Action Points regeneration has been increased while gaining exper…
- A couple of small issues have come up I should have resolved today. - 27 October 2020
I have a strange issue right now where the game refuses to give you your starting weapon. It takes like 10 seconds rather than just doing it instantly. The bug only appears in a proper build of the game and not in the editor. Its very strange. Another bug I found which is hilarious gives you full access to a completely different version of the game that I plan to hook up in the coming months. All you have to do is : Begin the game as one of your characters and be in the hub area. Press escape. The escape menu brings up an option to return to the titlescreen. Woops that's the new title screen that gives access to the in game level editor and multiplayer options... Nobody noticed the second bug. Its been there a long time I think. The first one is just super annoying. These issues should be resolved very quickly. The patch should go live today still.
- Revulsion on 75% sale for a week! Gameplay Patch going live tomorrow! - 26 October 2020
Ok so I promised I would be selling the game for cheap this month. My goal is to get new eyes on the game and give people chance to pick it up while I begin my process of modifying, optimizing and updating the game. After a couple of years of Revulsion being out I decided to come back and begin working on the game again. This means more content and a lot of other improvements or general changes. There is no reason outside of just wanting to go with my gut on this. I hope that people can enjoy the game. So lets talk about what will be in the new patch. The entire game engine has been updated to the latest version of the Unreal 4. The original version of Revulsion will be accessible again. This is how the game was originally designed. Once upon a time it was a open world game and flowed a lot more like Dark Souls. You can actually play through the old version of the game in its entirety i…
- Revulsion Update - Progress and general thoughts of the next update. - 19 October 2020
Ok so here is the current breakdown of what I have in store for the latest Revulsion patch. Game engine has been updated to the latest version of UE4 There are two passes needed to properly optimize each monster. A simple pass to make sure verts are welded and an additional pass where I actually reduce poly counts. My goal is to have at least 4 monsters optimized. AI has been simplified so its less taxing on larger worlds. Less focus on making Revulsion hard. More focus on making Revulsion a smoother experience. Ammo always auto regens. Monsters give XP even when they are super low level. Random dungeon is hidden from the menu for now. (Will likely be added again later) Looking into a way to make action points regenerative. Patch is coming sometime around the 26th. Lets see how this goes! ======== Discussions Blog https://discussions.app/tag/blog/gtxnbyynv2c2/revulsion-update-progress-a…
- 2 Monsters optimized, new level progress is going well. - 8 October 2020
Revulsion progress is going well at the moment. Current progress. 2 of the monsters are optimized now. I plan to add some new variations of mobs in this content patch. (Not yet sure what) A good chunk of world assets have been optimized as well. New content is not mission based but is rather more open ended exploration. Possible medium to long term ideas Possibility of making the original (non mission based) version of the game available again. Not sure how I want to do level scaling in open world content. (Everything levels up with you and tougher mobs appear the higher level you get?) Possibility of bringing Redemption Of The Slain to Revulsion. (Requires lots of new materials) So with that said Ill try to get some footage showing some new stuff in action. --- Video Vlog https://open.lbry.com/@TheCastle:8/Revulsion2020-10-08-03-46-57:e?r=HBbmvnKTHULqSMP3Hkq8C8RTDkwgA36T Discussions Bl…
- Revulsion Dev Update : Big optimizations are definitely on the table. - 3 October 2020
Ok so from what is going on at this point right now, I have big updates in line for Revulsion to get big optimizations. New maps are on the way and I show how the scripting system works and allows for more interesting situations that were simply not possible before. I took a good look at the character meshes and found a huge amount of room for improvement on them as well which is not even really going to take a huge amount of effort to address. There is a small chance that this month will be mostly just focused around me fixing up the character meshes and optimizations that it may take a bit longer to get the first mission out. I plan to get a sale for the game mid to late this month and time it with the first big patch. Some details I forgot to mention in the video. * I will be removing the infinite dungeon and the custom worlds from the tab list. The goal here is to focus on the main…
- Revulsion Update - Current progress so far. - 26 September 2020
I have got some things done in the latest build for the game so far. I cover a lot of topics in general. A new scripting system that allows more elegant flow for world scripting is being worked on. This means more varied encounters and unique situations are possible with a much easier method for the development. I talk about ideas on new enemy types that I have in mind. The goal is to spend this month developing the foundation I plan to use for new missions. Then I begin a one month dev cycle for new missions. This is my goal so far. I think its possible and will be a really fun. The video is mostly just a general update about my thoughts. --- Video Link here https://open.lbry.com/@TheCastle:8/RevulsionUpdate9262020:d?r=CeW1zUWkmSfb4k4badkzbAFT1zhc7qJW Blog Link here https://discussions.app/tag/blog/25azoj9452qoz/revulsion-update-current-progress-so-far
- Revulsion Update - Current plans so far - Big Sale very soon. - 23 September 2020
This month will mostly be focused on getting some basic new things in place. For example, I want to get a dashing move on the shift key rather than a slow walk. I also want to make some neat variations of current mobs. I also need to work on getting some textures in place as well. All story aspects of Revulsion will be redone. I plan to make it so the story is that there is no story and we are trying to figure the story out anyway. First new mission will be a prelude to the elemental worlds. All new missions will follow current design formula. That means each one will be re-playable at harder and harder difficulties at higher level ranges all the way up to level 100. Power crystals will be used but I will also bring in Red, blue and Yellow keys. I have a desire to make the worlds more organic with more intricate layout designs custom modeled. New level design tools are planned to make i…
- Elemental dungeons - New challenges that require you to change it up. - 17 September 2020
It feels really formal right now when I post this kind of off the cuff content here. I like things to be more simple and informal. Steam just makes me feel like its not the kind of stuff the platform is intended for. I am in a position right now where it is very important that I build my brand as a content creator on platforms that I find comfortable. (lbry, discussions) Yet I am kind of forced into this rigid place on steam. Anyway here is a vlog I put together with me just giving a lot of my thoughts regarding Revulsion. I want to be an eccentric weirdo who makes cool stuff. I worry that Steam may not be great for that kind of thing. But maybe its fine. I hope everyone here is ok with me doing my thing. My next update will be specifics given regarding the new mission I want to put together. My idea is that these new missions will follow a new design style that holds true to what is al…