Hopoo Games DevBlog

Blog of Hopoo Games, developer of Risk of Rain and DEADBOLT. Currently working on Risk of Rain 2!
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  • Hopoo Games Development Thoughts #2


    Hey!

    With our first week of Early Access in the bag we thought we would share some more of our thoughts we have gathered over the week. We also want to thank everyone again for all of the support, emails, tweets, and feedback in such a short amount of time. Thank you all.

    Similar to our first Developer Thoughts we wanted to break things down into Major and Minor Points, along with some things we have been working on.

    ===Major Points===

    • We want to get our content roadmap available to users as soon as possible - we will be working on that this week.
    • Noting a LOT of people are dying very suddenly to blazing affixes and not enjoying it, and it will be tuned down. We do have concerns that the fire affix is artifically gating the difficulty and the game will be much easier once it’s been normalized, but we will have to address that as it comes.
    • Noting people want a legitimate way to actively pursue lunar coins
    • Fighting Worm isn’t fun, even though it is one of our higher effort bosses.
    • People have gotten far enough into the game that things just… stop spawning. For context, the game skips spawns that it deems is too easy for the number of “spawn credits” it has. If you’ve gotten to that point congrats, the game thinks Overloading Worms are a bit too easy for you. This will naturally be fixed once higher tier monsters and affixes are added to the game. For now… it means that you terrified the whole planet.
    • Some players falling through the floor on level startup
    • Noting a large amount of players whose primary language isn’t English who we want to support with localized text

    ===Minor Points===

    • No one seems to notice Ice affix explosion on death
    • Some users are still getting really low performance, while some are not.
    • Prismatic Trials leaderboard change seems to be positive!
    • Noting a lot of concerns that characters will continually get nerfed in a PvE game
    • Engineer’s weird dependency on Bustling Fungus to be viable has always been a concern for once we add more items - he will have a smaller percentage fungii in the pool. How will we make sure every item patch doesn’t make Engi worse?
    • Noting the Mercenary sometimes launching Greater Wisps into space
    • MUL-T seems to have issues going up specific slopes with his lower speed
    • Noting players want the number of Stages Complete displayed on the HUD
    • Noting some Equipment are activating multiple times repeatedly over the network

    ===Stuff we are working on===

    • Content/Early Access roadmap
    • Improving the way we save data to further prevent save file corruption or the game not saving at all
    • Players falling through the floor on entering a new stage
    • Wake of Vultures taking half your health
    • Improve MUL-T equipment swapping logic
    • Changing burning calculation
    • Improve the other elites (Ice, Lightning) to be threatening as well
    • Improve Worm fight to be fun
    • Changing the way some languages handle specific characters and fonts to make sure they are consistent
    • Some inconsistent proc coefficients for certain survivor abilities (Artificer is very very low for no reason)
    • Lots of bug fixes and quality of life improvements
    • Adding in some Community Suggestions we have gathered from tweets, emails, and the official Discord

    Please let us know if we missed anything - there is lots more going on behind the scenes but we wanted to make sure we get some of this information shared with the community. Again, thank you all so much for the amazing first week. We are so excited for the future of RoR 2 and what’s to come!  

    -Hopoo Games Team

    • 6 days ago
    • 325 notes
  • Hopoo Games Development Thoughts #1

    HOLYMOLY
    O
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    M
    O
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    Uh, ok. First, I just wanted to say from the whole team how absolutely floored we are with the reception so far. I was personally hoping for something to match at least half of the original game: apparently we’re doing a LOT better. It’s absolutely surreal - thank you all again.

    We want to make sure the community is aware we are listening and in touch, so for the format of this post and subsequent ones in the future I want to try something new. Consider Development Thoughts to be an honest brain dump of the team. Excuse us if it’s a bit scattered in formatting.

    image

    ===Major Points===

    Overall, we’re ecstatic with the gameplay of Risk of Rain 2. There are some crashes we are trying our best to address, especially on game boot-up.

    A goal we are currently trying to figure out is the most appropriate Customer Support path going forward. We’ve been helping players manually, but a lot of players are falling through the cracks. DMing people through Discord isn’t the most efficient. Will update everyone with info once it comes.

    Another goal is a general roadmap for the game: what does the future of Risk of Rain 2 look like? How frequent are patches, compared to Content Updates? Will they be major chunks of content or trickling in over time? What would the community feel would keep the game the most enjoyable throughout Early Access?

    We have internally finished a patch to address a lot of initial feedback and critical bugs - it is in QA and hopefully available to everyone early next week.

    ===Minor Points===
    • Happy with progression rate for classes - a touch faster than intended but still OK
    • Happy with Rainstorm difficulty - haven’t seen much of Monsoon content to know. Drizzle is very easy but also fine.
    • Pleasantly surprised with people saying performance is good - have to narrow down why it runs poorly on some high-end machines
    • Happy with in-run decision making (3D Printers, Mountain Shrine, Order Shrine, etc). Should try to brainstorm more big decision points like this..
    • Happy that new teleporter event rules don’t seem upsetting to RoR1 players
    • Curious about content distribution - are players progressing through unlocks too fast? How long do the more difficult item unlocks take?
    • Very happy with secret progressions - players are finding it at the ideal rate
    • Noting lots of feedback about 4+ player lobbies. Have to consider best way forward - most likely would be a private game only option with a disclaimer.
    • Noting sometimes monsters get stuck behind a closed door on Wetland Aspect
    • Noting people like going fast
    • Noting a lot of Quickplay Lobbies have an insane time to launch of 4000+ seconds
    • Noting people like ruining their build with Shrine of Order or 3D printer
    • Noting people want to be able to automatically continue sprinting after rolling
    • Noting people don’t enjoy getting blasted as soon as they enter a stage

    ===Stuff we are working on===
    • Corrupted save file preventing people from playing is very high priority to fix - this is addressed in the Monday patch.
    • Happy with (mostly) class balance outside of MUL-T being a tad too strong. I think it’s worth noting here that we have a stat per attack called it’s “proc coefficient”, and it essentially defines how strong or frequent procs happen on an on-hit basis. MUL-T’s nailgun has a low proc coefficient per nail of 0.4 compared to most character’s 1.0, so he isn’t proccing stuff a ton faster than other characters.
    • Very happy with Discord community aspect, but may need management help as it grows.
    • Imp Boss is a bit grindy, same with Worm
    • Some concerns about cheaters in Prismatic Trial. Excited for when seed rolls over.
    • Hearing loud & clear about Teleporter being hard to see - want to make it still an aspect of the game without it feeling like a mistake. Players are not really noticing the passive particles - will start with a soft approach first.

    Please let us know if we missed anything - our brains are a little frazzled right now. Again, thank you all SO much for the amazing launch day, and an enormous shout out to Gearbox for their absolutely great support and efforts. Crazy.

    -Hopoo Games Team

    • 2 weeks ago
    • 465 notes
  • Devblog #13 - 3, 2, 1, LAUNCH
Hey!
Today is the friggin day! Risk of Rain 2 launches on Steam, in Early Access right now!
https://store.steampowered.com/app/632360/Risk_of_Rain_2/
For those of you that are new here, the team and I have been working...

    Devblog #13 - 3, 2, 1, LAUNCH

    Hey!

    Today is the friggin day! Risk of Rain 2 launches on Steam, in Early Access right now!

    https://store.steampowered.com/app/632360/Risk_of_Rain_2/

    For those of you that are new here, the team and I have been working on Risk of Rain 2 for almost 3 years. It’s a co-op, roguelike, 3rd-person action game packed with content.

    As a big “Thank you” to all our fan, we are running a big “Buy One Get One Free” sale for the first 48 hours on Steam. Buying a copy grants another coupon for a free copy to give to a friend - we wanted to make sure as many people as possible could get into the game and play with their! This offer expires on March 30th at 12PM PST.  

    Also as many of you have (now) learned, we have partnered up with Gearbox Publishing to make RoR2 the biggest and best version of Risk of Rain possible. Gearbox has contributed greatly to helping market the game, designing community outreach, and guaraneeting that the game is as stable as possible on launch. We’re really excited with this partnership and hope you are too! For those concerned, don’t worry: RoR2 is entirely created, designed, and written by the Hopoo Team. You will get an authentic Risk of Rain experience.

    We are planning on doing a lot of community engagement through our Official Discord. Join us and be up-to-date on the lastest patches, news, content adds, and chat with other players and developers. This Discord will act as our main hub for communicating with players as well as gathering feedback during Early Access. Come join us HERE!

    If Discord isn’t your thing feel free to follow Risk of Rain 2 on our Twitter or Facebook to stay up-to-date on the game.

    Last but not least, we wanted to highlight our Composer Chris Christodoulou for all of his amazing work on the OSTs for Risk of Rain, DEADBOLT, and now Risk of Rain 2. Check out his bandcamp page right HERE for the Early Access version of the OST, available now!

    Again, thank you to all of the fans, players, friends, and family who have made our dreams possible over the last few years! We couldn’t have gotten this far without you - and this is just the beginning!

    See you on the planet.

    -Hopoo Games <:)

    • 2 weeks ago
    • 521 notes
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  • Whats the forecast today?
    Anonymous

    Weather is startin’ to look pretty bad

    • 2 weeks ago
    • 239 notes
  • Are you guys planning early access release late or early Q1? Sorry if this has been asked 2000 times.
    Anonymous

    It will (clearly at this point) be late Q1. Still on track.

    • 1 month ago
    • 82 notes
  • I'm going to PIRATE your game and there is NOTHING you can do about it.
    Anonymous

    D:

    • 1 month ago
    • 147 notes
  • how strong is the confidence level on the Q1 2019 release date
    poobbwx

    Still on track! There’s just plenty of polish left to do.

    • 1 month ago
    • 74 notes
  • are you guys gonna go into detail about any of the new classes soon?
    Anonymous

    Nope - we don’t want to reveal all the content for early access ahead of time :) Plenty of stuff left to discover.

    • 1 month ago
    • 56 notes
  • how done do you guys think the game is? im not asking like till its out on early access more like how much of the game are we going to be getting when it does get put out
    Anonymous

    We’re at ~70%ish of the content. Pretty much all the features are in, but some (splitscreen is a likely example) will trickle in over time. We also want to make sure that we have enough room to pivot from early access feedback - so if we expand the scope of the game’s content, it would represent less than 70%.

    • 1 month ago
    • 91 notes
  • How will Paul’s goat hoof/red whip stacked to max work in this as it’s hard to control fast movements in 3D games
    ablazedllama

    You go fast

    • 2 months ago
    • 167 notes
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