Reynard Devlog #31 – Optimization, Bug Fixes and the Future (1.0.3)
This week I focused on optimization and bug fixes. I also have some important news about the future of Reynard and Hyper Fox Studios.
A lot of people asked me if Reynard will be released on Nintendo Switch platform and I can finally reply that… IT WILL!!! Nintendo approved my developer account for Switch. This gave me another huge motivation boost!
This means that I’ll be:
Adding more new content (bosses, enemies, items…),
Further optimize the game,
Squish undiscovered and upcoming bugs!
It’s good news, but I’ll have more expenses by getting the right hardware (Switch) and so on. Besides that, my PC freezes from time to time. I really hope that he only has a “phase”.
I’m super happy that so many of you support Reynard. But I’m not able to live off our little fox 😀 So in the next couple of weeks, I’ll try to earn enough money for the upcoming costs. I’ll have to pick up some client work in web development. So in these weeks don’t be mad if there will be only minor updates for Reynard.
Enough with the news! Here are the changes!
[MAJOR] Movement and dash of Reynard and NPCs has been optimized. The game should run smooth now on 60 FPS.
[MINOR] Added the FPS option – 60 FPS.
[MINOR] Added the starting area blocades in Ferdinand’s level.
[MINOR] When crafting, everything except equipment now gets added to your inventory automatically.
[BUGFIX] Fixed the bug when you’d play on the easy mode and the perk would take away more stamina than allowed.
[BUGFIX] Daily run on easy mode now loads starting items correctly.
[BUGFIX] Mumu now deals damage over time.
[BUGFIX] Effect zones of spawned cursed weapons don’t get blown away by the wind anymore.
[BUGFIX] No more building stuff on player, enemy or ally ocuppied area in the invasion.
[BUGFIX] Fixed a room cell which had a “physical” golden key in it.
Until next time I wish you an awesome weekend and happy dungeon crawling! 😀
Reynard Devlog #30 – Difficulty Modes, Leagues and Much More (1.0.1 & 1.0.2)
Hey there! It’s the first week after the release and I’m happy to say that I’ve pushed 2 updates already! I know it’s not Friday… I’m releasing this update one day earlier because I’ll probably start working on other things that might take more time.
Some of the players told me that the game is very difficult. I just couldn’t keep them waiting, so I quickly created an update which introduced an easy mode. Now players can select the difficulty first time before they enter the dungeon or in the options menu.
Easy mode reduces buffed enemy count, removes boss scaling and adds some cool starting items to the player at the beginning of the run.
Normal stayed… well… Normal 😀 But I’ve also added a hard mode, which I don’t want to spoil too much.
Because I’ve introduced the difficulty modes and because they were proposed by the community I’ve added 18 more of them. You can check all the achievements here.
It wouldn’t be fair if players would be playing on a different difficulty and they’d be competing against each other on the same leaderboard. So leaderboard had to be split to 3 different ones:
Green League (Easy)
Orange League (Medium)
Indigo League (Hard)
To spice things up on the hard mode I’ve added a new enemy. I hope you’ll like him ;D
Reynard is a game that I made when I dared to call myself a full-time indie game developer, a product that I made with a help of a friend and a small awesome community that formed around it.
I could be chasing version 1.0 for months or even years. But everything has to have a goal or at least a major milestone, and my main goal was to release a game that captures elements of my favorite genres in a good way. I think that my goal was achieved. Reynard has left the early access and I can’t wait for your feedback.
All Changes and Epilogue
[MAJOR] Because scoring changed during the development, I’ve reset the leaderboards.
[MINOR] Grammar fixes.
[BALANCING] Further improved rune generation.
[BALANCING] Buffed Ifrit boot’s fire trail damage.
[BALANCING] Buffed Barbarian’s battle axe damage.
[BUGFIX] No more double item purchases from merchants.
[REMOVED] Golem’s hand.
[REMOVED] Copper plank.
This is not the end! It’s a major milestone. I’ll continue to add improvements proposed by the community and my “imagination”.
I can bet that I’ll have to squash undiscovered bugs in the future and I’m pretty sure that I’ll have to start freelancing or find myself another job if I want to keep paying bills 😀
I’d like to thank Boštjan, Nika and all the supporters! We did it! Thank you so much for staying with me on this journey. It’s been a hell of a ride but I’d do it all over again.
I really hope you like what Reynard has become. You can read about the whole journey here.
Reynard Devlog #26 – Numbers, Trophy and More (0.9.7)
To be honest I forgot why I went with the floating numbers (0.1, 0.2…) in the first place. Only when I started displaying damage numbers it kind of started bothering me. Dots and commas just don’t belong on the screen. They unnecessarily increase the size of the damage text. Even one of the reddit users pointed that out.
You’re probably thinking that it was an easy task to transform most of the floating numbers to integers. Well… it wasn’t a rocket science, but I really had to change the values of every item, health and stamina of every NPC, shop prices etc.
It took a while. But now the numbers at least look “humane” 😀
I bet you were wondering why there is a trophy inside the house. Its functionality is finally here! If you interact with it you’ll get the access to achievements, stats and leaderboards!
I like to look at the stats in games and I have a feeling that I’m not the only one. It’s satisfying to see how many enemies and bosses you killed, what is your current level, highest score etc.
Until now if you played the daily run your score was submitted to the leaderboards! The only problem was that you couldn’t check the daily score anywhere else but on the daily run’s game over screen. Now you can check the highest score of all time and the daily score also by interacting with the trophy!
[HUGE] No more numbers like 0.92 etc. Majority of the numbers are now rounded and scaled to the integers (1, 2, 3..).
[HUGE] Reworked rune generation. It’s way better!
[FEATURE] You can now see your stats like level, enemies killed, invasions played by interacting with a trophy in the house.
[FEATURE] Check out the best score of all times and daily run leaderboards by interacting with a trophy in the house.
[MINOR] Mobs now collide with each other. They can surround you more easily.
[MINOR] Added information icons for weapon usage in the HUD!
[MINOR] Fixed couple of pixels in the “Pot Hater” skin.
[MINOR] Added more structure and starting rooms to the invasion. The layout of invasions are now more interesting.
[MINOR] Damage numbers don’t appear anymore when you break pots etc.
[MINOR] Added option “Nothing” to Zoe.
[MINOR] Added the “Best played with a controller” screen.
[MINOR] Secret library is resized to a normal size.
[BALANCING] Jolt, Jolt Volt, Jolt Volt Bolt now have reduced cooldowns.
[BALANCING] Buffed the vampire rune.
[BALANCING] Buffed bubble turret’s attack rate by 20%.
[BALANCING] Buffed triple turret’s attack rate by 25%.
[BALANCING] Information about the item now appears in 0.5 seconds instead of 1.
[BUGFIX] Fixed double healing numbers on life steal attacks.
[BUGFIX] Sizzles and Cobras are now only immune to poison.
[BUGFIX] Fixed the bug where you could interact with zoe even if she already gave you a reward.
[BUGFIX] Fixed pressure plates spawning outside of the dungeon.
[BUGFIX] Everything on fire now has 80% chance of spreading the fire between nearby enemies, companions etc.
[BUGFIX] Changed the rune in “Dundee” perk.
[BUGFIX] Fixed the bug that wouldn’t play secret room’s open door animation.
[BUGFIX] Crates in invasion which are used as buildings don’t give you score anymore.
I’m starting to think about the release date. March 1st seems tempting. What do you think?
Until next Friday I wish you happy dungeon crawling!