Rolling Rogues Update 2

Oh my where to begin? I guess I will start by saying if you are following us. Twitter and Discord are the best places to really stay up to date. I’m not much of a writer so I don’t post here often, but I will try to post huge news here.

Join our discord here!
https://discord.gg/wpNg4xM
Twitter
https://twitter.com/EvilVilainGames

We have done A LOT! since I last posted.
Here, let's just start with the difference in graphics.

This is what the game looked like when I last posted

Now it looks like this.

We went through a huge amount of iterations to get it to this point. Here are some images of that work in no particular order.

We have done about 1000 other things, but I’ve been behind on the public facing part of running the studio. In order to catch up on that work I’ve decided to consolidate our social media presence to twitter and discord for now. That means I won't be posting here any more often. However please join our discord if you are interested in what we are doing. We are going to start posting every little thing we are doing each week there.

I will continue to post major news here, but there may not be much of that for some time to come. The next thing I will probably post here will likely be an invitation to sign up for private testing of Rolling Rogues.

To anyone who is paying attention to what we are up to and following along. Thank you so much it means the world to us that you spend your time here and we are honored to have you!

-Shane Denhardt

New Project!

We have been silent for a little while now, save for a few GIFs, but we felt like showing off some very early images of what we have been working on. We want to keep a record of what we have been up to while hopefully entertaining some people so here goes.

We don’t have a name for this yet, and we can’t really confirm anything about it is here to stay, but for now it is a roguelike coop action game.

Let’s start from the beginning here, which was about 4 months ago.

We experimented with a few prototype games before settling on one with a physics based movement system from a semi top down angle. This movement system involved a rolling character similar to Super Monkey Ball. our original character design was actually a sphere with a cube stuck in it. Everyone loved the way this felt so we decided our next task should be to make a character that had a simple yet appealing design, and was fun to roll around. We quickly changed the default character design to a pure sphere and settled on this orange fox design with a physics controlled tail.

The process of designing the fox…

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Happy with the outcome of our first character we decided most of the beings in the game should be animals of some form; likely with geometric or exaggerated bodies. We all agreed we wanted the game to feel playful, and light in tone with lots of color. The first enemy design came out as a cubic cow.

I threw a temporary texture on the cow. While kiril painted it, I took a wack at getting it to use Unity’s nav mesh to path find to the player. It was pretty simple to setup, but had a few kinks since it’s physics driven. As you can see it stumbles a bit on the corners. I added a threshold for how close it needs to be to each way point to fix this later that week. I also made many other adjustments to this system, and continue to do so.

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I setup several other ray casts for checking the ground, the direction the player’s stick is aiming, the slope of the object the player is facing, and rays going from each unit to the camera to check if the unit is blocked from the camera’s view.

Slope checking ray in action allowing the player to attack up and down slopes.

Slope checking ray in action allowing the player to attack up and down slopes.

Ray checking that turns the environment transparent when the character is blocked by it.

Ray checking that turns the environment transparent when the character is blocked by it.

While I was doing this Kiril was hard at work with a sword design, a racoon design, and a new enemy.

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At this point we decided we wanted all the characters to be round so we could have them wear helmets, and hats that effected their stats in some way. Kiril created two more designs, and models for said equipment.

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We settled on having a dedicated basic attack button, a button for special moves that cost mana, items that you pickup, cycle through, and use, Items that have permanent passive benefits after being picked up, different types of jumps that can be picked up, and different types of blocks/dashes that can be picked up. This is not set in stone but it’s our current design plan.

With all these pickups we needed some containers for them to drop from. Kiril got to work again on those.

Recently we have been working on special moves and new rooms. We also just added this little guy!

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This post only covers some of what we have done in the past 4 months , but well save info on the rest of the content for the next post! We hope you enjoyed reading our dev log!

We’ll have more info on this project soon! feel free to come chat with us on the Evil Villain Games discord.

Raven's Path 1.1.0 Is Here!

Hey Everyone!

It’s been a little while. We have been hard at work on a major update since release. This update is intended to extend the play time at the end of Raven’s Path. We have a some more things planned, but for now this update provides 13 new levels with endlessly increasing difficulty. The update will be live on 7/1 or Wednesday. Thanks for playing everyone! Check out the full change log below.

1.1.0 Change log

Major Changes
--------------------------------------------
- End game Act has been added after act 10


- 13 new levels have been added to the end of the game.


- each level has an endlessly increasing difficulty.


- each level has unique reward types.

- Enchanter Ability power Crown Skill cap has been increased to 100 after completing the game.

- Infantry Defense Crown Skill cap has been increased to 60 after completing the game.

- Infantry Bleed Crown Skill cap has been increased to 100% after completing the game.

- Ranged Attack Speed Crown Skill cap has been increased to 50% after completing the game.

- Healer Ability Power Crown Skill cap has been increased to 100 after completing the game.

- Healer Passive Heal Crown Skill cap has been increased to 40 after completing the game.


Visual Changes
--------------------------------------------
-Added new background after act 10 in map screen

General Fixes
--------------------------------------------

- fixed compatibility issues for 4:3 android tablets.

- Demo battles have been extended from 16 victories to 21 victories.

- Fixed some inconsistencies between the description of an abilities direction and the actual direction of the ability.

Combat Fixes
--------------------------------------------

- fixed issue where putting a martyr ring on a battering ram triggers its thorns aura on its self.

- fixed issue where AI Merlin could teleport to himself.

- Fixed issue where Healer Crown ability death heal was healing enemies too.

Balance Fixes
--------------------------------------------

- enemy Ability Power and Cool down reduction no longer scales with player crown abilities.
It now scales with enemy health act based stat buffs.

-Excalibur has been buffed some
attack speed -40% to -20%
accuracy -40% to -20%
damage 130 to 110
critical damage 50 to 60
critical chance 0% to 10%

UI
--------------------------------------------

- Moved Options menu button from the Crown Screen to the Map Screen.

- fixed issues with options menu scaling on different phone sizes.

- added text to show how many battles non premium players have left in the demo.

- added text at the front of the game clarifying that the game is a demo if you haven't purchased the full version.

- added prompt that appears after 40 battles and 80 battles asking for a review on the app store or play store.

Raven's Path 1.0.11 Patch Notes

Hey everyone! Raven’s Path is out!
We have had a lot of feedback which has been super helpful.
Some users have had their saved games cleared while playing, which is very unfortunate. We have put out two patch since release the second one dresses this saving issue. The issue should now be fixed however if you do encounter it check to make sure you are on version 1.0.11 of Raven’s Path and then report the issue to us via email or discord.

Here is the change log for the 2 updates since release.

General Fixes
--------------------------------------------
-Added security to all saving and loading functions

-created backup save file that will automatically restore the game data if the previous save is deleted or corrupted while playing

Balance Fixes
--------------------------------------------
- severely nerfed town hall gold gain

----- Old Stats

Infantry: + 0 gold

Ranged: + 10 gold

Enchanters: + 30 gold

Healers: + 30 gold

Special + 30 gold


1 Common
Build Cost: 150 salvage
Gold Reward: 20 + type
Kills Needed: 10

2 Uncommon
Build Cost:250 salvage
Gold Reward: 40 gold + type
Kills Needed: 12

3 Rare
Build Cost: 600 salvage
Gold Reward: 60 gold + type
Kills Needed: 15

4 Mythic
Build Cost: 1000 salvage
Gold Reward: 100 gold + type
Kills Needed: 20

5 Legendary
Build Cost: 2000 salvage
Gold Reward: 150 gold + type
Kills Needed: 30

--------------New Stats

Infantry: - 5 gold

Ranged: + 5 gold

Enchanters: + 15 gold

Healers: + 15 gold

Special + 15 gold


1 Common
Build Cost: 150 salvage
Gold Reward: 10 + type
Kills Needed: 10

2 Uncommon
Build Cost:250 salvage
Gold Reward: 20 gold + type
Kills Needed: 12

3 Rare
Build Cost: 600 salvage
Gold Reward: 40 gold + type
Kills Needed: 15

4 Mythic
Build Cost: 1000 salvage
Gold Reward: 70 gold + type
Kills Needed: 20

5 Legendary
Build Cost: 2000 salvage
Gold Reward: 100 gold + type
Kills Needed: 25

UI
--------------------------------------------

-Fixed issue where building help button was not working.

-fixed issue where tutorial tool tips would in some circumstances tell players to go to the shop or crown screen when they didn't have gold or Crowns yet.

-Fixed issue were crown skill buying box was not displaying the right information when a skill was maxed out.

-Added greyed out state to crown skill buying button for when a skill is maxed out or you can't afford it.

-Fixed issue where exiting the army customizer while on building page 2 caused the building screen to load on building page 2 while displaying it as page 1.

-Fixed and issue where the warning box for retiring a unit was not taking into account the bonus Crown points from the Special Crown Extra Crown points skill.

-Fixed issue where crown cards said 2 infantry crown instead of crowns plural.

-Fixed King Alfred capital K and made it two words.

-Fixed Ancient Healer being one word.

-Fixed terminology being wrong on Crown Portal missions description (no longer says civilization points)

-Fixed punctuation on many abilities skills and various other descriptions.

-fixed Reroll being two words in healer crown skill mission Reroll.

-fixed spelling of specials gain increased effects form items crown skill.

-fixed spelling and layout of the Thank you for purchasing Raven's Path! box.

Raven's Path Comes Out Next Week!

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There are a slew of new things we have done leading up to release so we wanted to update everyone on all the news.
 

The Raven's Path Official Wiki Is Out!

First off there is a brand new official Raven's Path wiki. If you are interested in learning more about the game before it comes out this is the best place to do that!

https://ravens-path.fandom.com/wiki/Raven%27s_Path_Wiki
 

Join Us On Discord on May 5th

Well be having a party on discord our discord on May 5th. Well be doing some streams and talking to the community a lot that day and more that week so join up and hang out with us when the game comes out!

https://discord.gg/wpNg4xM

Check These Interviews

We did a couple interviews about Raven's Path last month. If you want to hear a little bit about what it was like to make the game then check them out.

Interview with C for Serious
https://www.youtube.com/watch?v=AESmL985NXI&t=3s

Interview with Rik Oclon
https://www.youtube.com/watch?v=Oia472yyviM&feature=youtu.be
 
That's all for now. Remember May 5th!

Raven's Path 0.4.3 Update

Hey everybody! This is a smaller update with some nice fixes in it. There isn’t a ton to talk about here, but this should be a bit more pleasant to play.

Check out the full change log for details.

Visual Changes
--------------------------------------------
- Siege weapons now bleed oil when damaged instead of blood

General Fixes
--------------------------------------------

- fixed issue where credits were not showing up correctly in 9:16 portrait mode

Combat Fixes
--------------------------------------------

- fixed issue where ancient healer was displaying the healing effect on herself after she was pushed into a unit against a wall

Balance Fixes
--------------------------------------------

UI
--------------------------------------------

- salvage cards now open when scraping an item

- salvage card description has been updated

- redesigned mini item slot armor and ring icons to make them more clear

- fixed issue where player lives didn't always animate when losing on a boss level

- fixed alignment issues for the civilization points skill detail box on 9:16 screens

- fixed issue where pressing the flee button while on the spoils lost screen allowed you to get a free chest when you enter the next level

- unit cards now state the rarity of the unit in the first description line

- fixed issue where you had to click twice on the victory box to move on if you waited through the unit kills being listed

- fixed issue where you could click on objects behind the warning box in some situations

Raven's Path 0.4.1 Update

Hey everyone! This is a big quality of life update with a lot of little bug fixes. Most notable in the update is the new sorting menus. All bugs with sorting we could find have been cleaned up and we added some new graphics and menus to make it easier to navigate and better to look at. Check out the change log!

0.4.1 Changes

Major Changes
--------------------------------------------
+ the UI for sorts, and filters has been overhauled. They are no longer drop downs and there are lots of new button icons for the menus

+ added ending cut scene and credits upon completing the final campaign mission

- Ad's have been disabled

Visual Changes
--------------------------------------------
- the plague bearer has gone through a visual polish

- Lugh has gone through a visual polish

- Lugh's hair can now roll as different colors

- fixed issue where Lugh's lighting spear effect was upside down for enemies

- Merlin has gone through a visual polish

- created an exception for The Hag's hair so it won't be affected by enemy team colors

General Fixes
--------------------------------------------

- fixed issue where quitting a battle during a unit death slow motion effect caused the slow motion effect to never reset time to normal speed

- Edmund the martyr will no longer roll weapons slots because he does not attack

- 30 kills blood reward gives out more to get you started with more interesting options

- splash screen logo has been updated

- fixed issue where having the exact amount of salvage needed to build a building caused the building box to get stuck on the screen making it impossible to build the building

Combat Fixes
--------------------------------------------
- fixed an issue where if Merlin or his target walks off the bottom of the screen the second teleport will cause the target or Merlin to be removed from the board

- fixed issue where projectiles with no target dealt no damage

- fixed issue where gate break camera shake was showing a sliver of the default unity background

Balance Fixes
--------------------------------------------
- nerfed long bowman attack speed from 1.5 - 2.5 seconds between attacks to 2 - 3 seconds between attacks

- narrowed archer attack speed range from 2 - 6 seconds between attacks to 3 - 5 seconds between attacks

- buffed plague mask
70% attack speed
20% critical Chance >> 30% critical Chance
60 critical damage
-40% accuracy >> -20% accuracy
10 defense
-50 max health

- nerfed War Hammer damage
40 - 50 to 30 - 40

- nerfed Excalibur damage from 150 to 130

UI
--------------------------------------------

+ items now have a background piece in the collection screen like units

- item slots now light up red if the item your holding does not match the slot type you are hovering over

- fixed an issue where the combat status bar was out of place on notched phone screens

- added a black fader to the collection drop down to make it look cleaner on notched phone screens

- removed gold mat from the combat screen UI and reorganized other UI items

- severely reduced shake effect on victory box when enemies killed are counted up

- fixed issue where titles for items and units disappear when sorting

- fixed issue where attack speed was represented wrong during sorts

- the effect for successfully putting an item on a unit no longer plays when the item fails to equip

- fixed issue where critical chance was not being rounded for items

- fixed issue where sorting by rarity caused the rarity icon to appear distorted

- fixed an issue where the number of pages in the collection was far more than it needed to be when sorting

- fixed an issue where the collection page left and right buttons would become unresponsive when sorting or refreshing the collection

- changed "give healers passive healing" description to "Healers automatically restore health every second"

- fixed some refinery descriptions having inconsistent power representations

- fixed issue where closing a building that uses items or units did not change the collection drop down back to buildings immediately

- fixed issue where blacksmith and barracks blood bar were both displaying filling up even when they building was already usable

- fixed issue where blacksmith and barracks did not display the amount of kills needed for cool down immediately after being used

- fixed issue where blacksmith was not displaying attack speed on items as a percent

- fixed issue where units on the bounty board at the victory screen were blocking clicks to continue

Audio
--------------------------------------------

- victory song now loops correctly

Raven's Path Buildings Update! 0.3.2

How exciting! Welcome back everyone! This is our biggest update ever! You can now enter the shop through the portals and start opening the big chest in the middle to receive building blue prints. You will have to fight a challenge level to obtain each building blueprint. There are 25 building blue prints to collect! If you are new to Raven’s Path now is a great time to start playing. If you are returning this is a great time to play through again!

Here are some of the awesome buildings you can build in this update!

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We have also added a new effect to make it more obvious when one of your units is killed.

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Well be working on polishing the game up for release over the next few months so expect several smaller updates to come. We are almost finished!

Check out the change log below for more details on this update.

Major Changes
--------------------------------------------
+ Buildings have been added to the game!

+ added 5 types of buildings each with their own new mechanic: blacksmith, barracks, daycare, town hall, refinery
5 rarities for each type common, uncommon, rare, mythic, legendary
Blacksmith: Combines rings, weapons, and armor
Barracks: Allows units to teach each other stats
Daycare: Passively levels up units
Refinery: Passively gives salvage for each unit that is retired
Town hall: Gives out bounties that reward gold upon completion

+ The chest in the portal mission shop now contains building challenge levels

+ fight 23 building challenge levels to unlock buildings

+ added building cards to display and describe buildings.

- accuracy is no longer calculated on a decay curve. It is now linear.
(this means all accuracy items have the same effect on all units regardless of their base accuracy and it is now possible to reach 100% accuracy)

- critical chance is no longer calculated on a decay curve. It is now linear.
(this means all critical chance items have the same effect on all units regardless of their base critical chance and it is now possible to reach 100% critical chance)

- Rings no longer roll with negative stats

Visual Changes
--------------------------------------------
+ added new slow motion effect with a column of light and a rising cross to make it extremely clear when one of your units dies in battle

+ added 25 new animations to represent each new building at each rarity level

- the banshee shadow now fades when the banshee dies instead of remaining on the field with no body.

UI
--------------------------------------------

+ items now have a background piece in the collection screen like units

+ rings now tell you which direction their ability faces on their mini card in the collection

+ items now have an icon representing their type (weapon, armor or ring) on their mini card in the collection

- fixed issue where attack speed comparison math was off causing the compare animation to appear even if the change in attack speed was 0

- changed Desecrated Village title to Decimated Village

- fixed issue where closing an ad or failing to load an ad causes the game to hang in the rewards section after combat

- UI card scroll helper arrows now says swipe down instead of scroll up

- Fixed issue where ad viewing dialog title was start mission

- Fixed issues with the way accuracy critical chance and attack speed were calculated on the unit select stat bar in combat

Audio
--------------------------------------------

- victory song now loops correctly