Hey folks! We wish you a Merry Christmas and a Happy New Year! We hope you enjoy the holidays and have a great time!
We would like to take the opportunity to give you a small status update of the new version. Right in time for Christmas we have a new screenshot for you:
The log cabin and fireplace were built with construction elements. As you can certainly see, lighting and shadows will improve considerably with the new version. In addition to that, we will use more detailed models (for the furniture, for example) and higher resolution textures.
Apart from that, we decided to stick to FMOD as audio engine. We've implemented a voice chat recently, with the ability to post-process the voice data (e.g. when the player uses a megaphone or walkie-talkie).
Unfortunately there will be no playable demo this year, because it's still too unfinished. However, we'll try to get a playable demo ready in early 2020.
Hi folks! Today we want to give you a status update of the ongoing changes (if you aren't aware of our plans to move to a new engine, please check out our previous announcement).
Brief summary
We've finalized the terrain generation (see some first screenshots below) and also implemented a few other interesting features. For example, the new version will be able to handle larger view distances and much higher mountains. In addition to that, we've added full gamepad support, we created a new UI from scratch (supporting various resolutions and aspect ratios), and also implemented a fast, UDP-based network system. Btw, there is also a new update for the Java version available, you can find the changelog in our forums.
Long version
We've made a lot of progress in the past months, but of course there is still a lot of work to do. One of the biggest (and most time-consuming) features we're currently working on is the new world generation. When it comes to this feature, we have two main priorities: On the one hand, we want to create more interesting and appealing landscapes, and on the other hand, it's our intention to enable larger view distances (without killing the performance). In fact we've made some great progress in this regard and will be able to handle larger view distances as well as higher mountains. We can't give exact numbers yet (because we haven't implemented all world features yet), but our first results look very promising!
Here are some first screenshots of the new terrain generation. Please keep in mind that they use mostly placeholder-textures (and we don't have any vegetation or fancy shader effects yet), but they should give you a rough idea of the new terrain:
In addition to that, we've implemented a native bridge that allows us to write performance-critical code in C++. This made our terrain generation, for example, a lot faster compared to regular C#! C++ also gives us more control over memory (no garbage collector involved) and allows us to use CPU features like SIMD.
Summary of the most important features
Here is a small overview of the most important features we've implemented so far:
New terrain generation: The new version features more appealing and realistic landscapes compared to the old version. It also enables much greater view distances and higher mountains (this also means you can create higher buildings accordingly).
Better player physics: We tried to create a player controller similar to the current one (in the Java version), but we made some improvements. On the one hand, there is no more "jitter" when standing on slopes, on the other hand, the character is no longer able to walk up steep inclines like a mountain goat. However, we found out that we definitely need some climbing gear now ^^
New UI: We're creating a new UI from scratch. We understand and agree that the old "wood" design wasn't really appealing, so we're focusing on a flat, modern design now. The new UI scales properly depending on the screen resolution and aspect ratio (so far we support 16:9, 21:9 and 32:9)
Gamepad support: We've implemented full support for Xbox360/One, PS4 and common XInput controllers. You can use your mouse/keyboard and gamepad simultaneously, but if desired, the game is also fully playable without a keyboard
UDP based networking: The new version will use "connection-less", UDP based networking. This should result in better performance compared to TCP, but most and foremost, this should help us to get rid of connection resets and other losses of connections
C++ integration: Not necessarily a "feature", but we've implemented a bridge between C# and C++ - this allows us to write performance-critical code in C++, resulting in less overhead and better performance
Localization: While we still don't have support for any other languages yet, we have at least support for chinese and cyrillic characters. The language files are easily accessible and modifiable, so community translations can be incorporated conveniently
There are of course many other things we've implemented so far. If you want to get a better overview of these features and if you also want to find out what we're currently working on, feel free to check out our development roadmap on Trello: https://trello.com/b/t5Leypcj/rising-world-development
We're still finalizing the world generation, but soon we will start working on more features which provide more "visual feedback" - e.g. animations, objects, vegetation etc. This enables us to share many more screenshots and videos at shorter intervals :)
There is also a new update for the Java version available by the way. You can find the full changelog in our forums
It's about time to let you know what's currently going on, and what the future of Rising World will probably look like. Sorry for the wall of text!
Some of you may remember that we mentioned some traffic changes on Steam last October. Valve changed the algorithm that decides which games are promoted and which are not. There aren't many details known about how the algorithm works exactly, but it seems that the algorithm is mostly favoring top-sellers now - there are lots of other serious indie developers out there who were negatively affected by the algorithm change.
We lost a lot of our visibility "over night" and therefore our game sells a lot worse than before. Of course it's up to Valve to decide what's best for the store, but this change makes it much harder for us to survive - especially in combination with the introduction of Steam Direct in 2017. The development of Rising World is not about making money, but of course we have running costs and have to pay bills just like everyone else. We will never abandon Rising World, no matter what happens, but if we're having trouble covering the costs, this will inevitable slow down development - to a point that becomes unacceptable. But even if we somehow make it to the 1.0, it would be a pity if the journey ends at this point (since there is still so much unused potential in this game).
It couldn't go on like this, so we had to find the best solution for the community and the game.
To cut a long story short, we decided to move Rising World to another engine. This allows us to bring Rising World to a new level (from a technological point of view). Graphics isn't everything, but it still plays a big role when it comes to the first impression of the game. But moving to a new engine also allows us to release the game on more platforms - for example consoles. Of course the PC will still be our main platform, but being able to bring the game to consoles (or maybe even something like Stadia) could ensure the future of the game.
We are sure that the vast majority of players will benefit from this measure in the end, since the result will be a much more polished game. The bad news is, that moving to another engine means a rewrite of the game. This sounds worse than it actually is, though. When implementing a new feature, most of the time is spent on the conceptual design - and there is no need to redo that now in this case. The actual implementation, i.e. the "programming part" is in fact the smallest part.
But apart from that there are several "core mechanics" that had to be reworked anyway, for example the world generation. It makes sense to use this opportunity to do that now.
Nevertheless, it will still take some time until the "new version" is ready. In order to speed things up, we have a new fulltime dev now (so we're two people focusing on the programming/implementation part). This wasn't really an option before, since the game already consists of more than 250k lines of code, and getting used to it would take a lot of time. I'm still afraid that it will take up to 1 year until the current version of the game can be fully replaced by the new version (but at this stage, it will already feature the reworked core mechanics). But once we have a playable version, we will make it accessible (as "Beta" in Steam) - we're confident that this still happens this year.
We already have some preview screenshots we want to share with you. Please keep in mind that these are some very early screenshots, but they give at least a rough idea how the game could look like in the future:
Just to avoid any misunderstandings: If you already own the game, there is of course no need to buy it again. Once the new version is ready, it will replace the current version and you will be able to access it. However, the Java version will still be available (as well as the according server files). Once the new version replaces the current one, the Java version will be moved to a separate Beta branch in Steam which will always be accessible. So if you don't like the changes and want to stick to the old version, that will be possible. We are still going to provide bugfixes for the Java version.
If you have any questions, suggestions, or if you think that it's a bad idea to move to a new engine, please let us know :) Either leave a comment here, or create a new post in the forums.
The new update is finally available! First of all, thank you very much for your patience!
This update introduces a lot of new features and changes, but our main focus was on reworking the NPC behaviour as well as adding new hostile NPCs. You will now find small groups of bandits roaming the forests during night, and underground dungeons are now populated with skeletons. In addition to that, spiders spawn randomly in deep caves.
When fighting with bandits or skeletons, you can use your sword to block their attacks (so you take less or even no damage, but keep an eye on your stamina). Obviously this only applies to melee attacks - so watch out for enemies equipped with bows and arrows!
Of course you can disable any NPC you want, and you can also change the spawn rates for both animals and enemies. So if you don't want to deal with bandits or monsters, you can simply turn them off.
But when talking about NPC related things, that doesn't mean that this update is only about enemies. We improved the NPC AI and collision detection with this update, so NPCs should no longer be able to walk through walls, fall through the ground or warp to the roof of your building. In case you still experience any of these issues, please let us know!
We also reworked the spawn behaviour of NPCs: they are able to respawn in chunks which haven't been modified, and animals mostly spawn in herds now. Alerting one herd animal also alerts all other herd animals.
There is also another important feature in this update: it's now possible to load custom items (e.g. tools or weapons) through the plugin API. This makes modding a lot easier. We will update the plugin API and also release a few example plugins in the next few days.
Apart from that, we implemented several other new features and changes. Blueprints can now store terrain data and water, there are some new items (weed whacker and venison), we added several new music tracks, we reworked the screenshot feature (it's much more powerful now) and last but not least we've fixed a lot of bugs. Check out the changelog to get an overview of all changes.
Hey folks! Today we want to show you some preview screenshots of the upcoming update.
It will introduce some hostile npcs, including groups of hostile bandits roaming the forests during night and also skeleton warriors guarding the dungeons. You will still be safe when staying home, but you have to be careful when exploring the world. Of course there will be also an option to disable hostile npcs when creating a world.
On the other hand, the update will also improve the npc AI as well as the collision detection. As a result, animals should no longer be able to walk through walls.
Last but not least we're also expanding the plugin API, so it will be possible to create custom items (tools, weapons etc) for Rising World. We will prepare an example plugin which offers an easy way to load custom items into the game.
Unfortunately we have no ETA for the update yet. We try to get it ready as soon as possible, but recently there were some unexpected changes introduced to Steam which have a big impact on Rising World and its future development. We can't say much about these changes yet, but we will definitely keep you informed about the current status.
Finally a new update is available. Sorry for the long delay, getting the update ready took longer than expected, but it introduces some quite interesting features.
Fishing is now available in Rising World. This means you can craft a fishing rod and use it to catch fish. There are six different types of fish available, and you can use a bait (earthworms, which spawn randomly while raking the ground) to increase your chances to get a fish. There is also a chance to obtain a small pouch, which contains valuable loot.
We also added a small rowboat and a motorized inflatable boat. While the rowboat only has room for a single passenger, the inflatable boat has enough room for up to 4 passengers. Currently the inflatable boat does not consume any fuel, but this will change in the future.
Apart from that, the environment temperature plays a big role now. Going into a snow biome with insufficient clothing can kill your character. Going to a desert with thick clothings causes your character to dehydrate faster, accordingly. But even a rain shower during night has a negative impact on your body temperature, so keep an eye on it and take appropriate measures (make a fire, wear warm clothes etc).
There are a few new items, like a semi-automatic rifle, a medkit, consumable pumpkins (you can cut them into edible slices) or new haircuts for your character. This update also contains several important changes: For example, you are no longer able to access items or chests through walls. We also updated the hit detection for melee weapons and tools, and changed the movement to prevent players from abusing the "jump spam".
Of course there are several bugfixes and smaller changes, too. Tnt is now more useful since it can now be used for mining (i.e. explosions caused by tnt spawn ores / stones).
As usual you can find a full overview in the changelog below.
Last but not least this update introduces many changes and additions to the plugin API, you can find a separate changelog in our forums.
We're still working on a better npc AI btw (which is required before we can add more enemies to the game, especially human enemies). You can check out our roadmap to get an overview of our planned features (although it only contains major features).
Stay tuned for the next updates :)
Changelog 2018-09-26 (0.9.4):
[New] Added drivable rowboat and (motorized) inflatable boat
[New] Added fishing rod, which can be used to obtain fish
Finally the mounts update is available! It introduces two horses as well as a camel and a donkey. In order to ride on a mount, you have to craft a saddle first. There are optional satchels available which can be attached to the saddles to provide some additional storage space.
We also added a few new items, a binocular, a telescope and a steel sledgehammer, as well as a riding helmet. Apart from that, there are 8 new music tracks for underground dungeons, and various other changes: For example, posters support more levels of transparency now, which means you can place semi-transparent posters in your world. There are also some commands which are useful to edit existing construction elements (e.g. flip them, change the texture etc). Last but not least, you'll find some smaller additions in this update, e.g. changes to some weather effects.
It's our intention to improve the npc AI now, which will allow us to implement more hostile npcs, especially human enemies (e.g. bandits). Trains, cars and boats are also on our list, as well as some other features, so stay tuned for the next updates!
Changelog:
[New] New animals: Horse (two variations), donkey and camel
[New] Ability to mount horses, donkeys and camels (as a method of transportation)
[New] You can craft saddles for mounts as well as optional satchels (which provide storage space)
[New] New items: binocular and telescope
[New] New tool: steel sledgehammer
[New] Added riding helmet (headgear)
[New] Added 8 new music tracks for underground dungeons
[New] Posters now support different levels of transparency (only works for PNG files)
[New] Added brightness setting to config (graphic_brightness)
[New] Added "editconstruction" (abbr. "editc") command to edit an existing construction element
[New] Added "flipimage" command to flip/mirror an existing image (poster) element
[New] Added "viewdistance" command to change the view distance on the fly
[New] Added "help <command>" console command to get information about a certain command
[New] Added permission "ridemount" ("general" section) to determine if a player is allowed to ride mounts
[New] Added visual effect for thunderstorms
[New] Player can now leave player groups/parties
[Change] Improved animations for some tools (pickaxe, axe, sickle etc), fixed wrong hand position
[Change] Updated recipes for steel tools, they no longer require mithril
[Change] Plants can now be placed in planters and on construction elements
[Change] Player light (L) is now brighter in creative mode
[Change] Player light (L) is no longer affected by item changes
[Change] Reduced default zoom (Z), for higher zoom levels, use binocular/telescope
[Change] View distance can now be changed without restarting the game
[Change] A bigger area on the map (M) gets explored now if detail view distance is high enough (>=15)
[Change] Horizontal or tilted doors (achieved by using blueprints) open correctly now
[Change] Reduced walk speed of character
[Change] Updated to latest FMOD version (hopefully this fixes some issues with certain audio devices)
[Bugfix] Mostly fixed issue of items falling through the ground (need feedback)
[Bugfix] Fixed some issues with groups/parties
[Bugfix] Fixed crash when debug console was active
[Bugfix] Game no longer freezes for a short amount of time when browsing the server list
[Bugfix] Fixed arrows/projectiles sometimes vanishing for no reason
[Bugfix] Fixed broken chest/barrier/door rotation in certain situations
[Bugfix] Fixed glitched combo boxes (gui)
[Bugfix] Fixed wrong position when placing objects on garden table
Hotfix 2018-05-31 (0.9.3.2):
[Change] Map (M) and journal (J) are now also accesssible while riding on a mount
[Change] Dust now also becomes visible if other players ride a mount (multiplayer)
[Change] Added proper jump animation for other players mounts in multiplayer
[Change] Reduced volume of certain animal sounds (camel, horse)
[Change] Updated horse idle sounds
[Change] Increased audible range for mount footsteps in multiplayer
[Change] Added workaround to prevent rendering crash in very rare cases (need feedback)
[Bugfix] Fixed issues when using drawers, kitchen counters and other storage objects
[Bugfix] Fixed mounts sometimes being invisible (need feedback)
[Bugfix] Fixed missing saddles in multiplayer in some cases
[Bugfix] Fixed some elements not being rendered properly
[Bugfix] Fixed wrong texture id's being used for the "editc" command
[Bugfix] Fixed rare issue with map which caused the world to disappear
Hotfix 2018-06-04 (0.9.3.3):
[New] Added setting to change crosshair ("view settings")
[Change] Head lamp (L) can now be turned on/off while riding on a mount
[Change] Reduced storage slots of barrels (number of slots was increased accidentally with last update)
[Change] Changed warhammer and miningdrill sound
[Change] Whitelist/blacklist for multiplayer servers now also support format "name:uuid"
[Bugfix] Fixed collision of doors (you can open/close them correctly now)
[Bugfix] Fixed signs not being saved correctly if the text was set by a plugin
This is just a small preview of the next update. It will introduce various mounts, including horses. Mounts are not only a method of fast transportation, they can also carry bags which can be used to store items while travelling.
But the update will also include some other changes, e.g. some reworked animations, new items and several bug fixes. Probably the update will be ready this month, so stay tuned!
Hey folks! A new update is now available which introduces some new content.
First of all, bows are finally available now. We added three different bows, one of them is only obtainable from dungeons. Currently bows use the same arrows as the crossbow, but maybe this will change in the future. We also added a chainsaw, so we have a high-tier wood cutting complement to the mining drill.
Apart from that, we have two stylish knights armors in the game now (and three associated helmets). Armors now actually protect you.
Another interesting feature is the ability to spawn human "dummy NPCs". Even though this is a very early and limited feature, it's an important step towards having real NPCs in the game. Unfortunately you cannot really interact with them yet, but nevertheless, they still turn your world into a much livelier place. In order to spawn them, you can use the "spawnnpc dummy" console command. If you don't want the NPC to wander around, you can lock/freeze it by typing "locknpc" into console. If you don't want your NPC to take any damage, you can use the command "setnpcinvincible". You can also change the appearance of the NPC by using the new "setnpcskin" command. Of course there will be better solutions for NPC handling in the medium run.
Last but not least we reworked the server browser, it no longer uses the Steam masterserver for the time being. This means all servers should be visible in the server list again.
Stay tuned for the next update, which will finally introduce mounts!
Changelog:
[New] New weapons: three different bows
[New] New tool: chainsaw
[New] Added dummy human NPC, which can be spawned via command "spawnnpc dummy"
[New] Added two knights armors and three associated helmets
[New] New clothing item for Easter: bunny mask
[New] Added "locknpc" command to lock/freeze certain NPCs
[New] Added "setnpcinvincible" command to make certain NPCs invincible
[New] Added "setnpcskin" command to change skin of certain NPCs
[New] Added setting (config.properties) to turn off the map grid
[New] Armor actually protects you now
[New] Light items float in water now
[Change] Crosshair is now visible for crossbow and bows
[Change] Updated dungeon loot
[Change] Changed visualization of player groups/parties (now uses 3D marker to show members)
[Change] Server browser no longer uses Steam Masterserver (so you will be able to find all servers now)
[Change] When spawning an NPC, it now looks into your direction by default
[Change] Miningdrill sounds are now properly synced in multiplayer
Hey folks! A new update is now available which introduces some new content.
First of all, bows are finally available now. We added three different bows, one of them is only obtainable from dungeons. Currently bows use the same arrows as the crossbow, but maybe this will change in the future. We also added a chainsaw, so we have a high-tier wood cutting complement to the mining drill.
Apart from that, we have two stylish knights armors in the game now (and three associated helmets). Armors now actually protect you.
Another interesting feature is the ability to spawn human "dummy NPCs". Even though this is a very early and limited feature, it's an important step towards having real NPCs in the game. Unfortunately you cannot really interact with them yet, but nevertheless, they still turn your world into a much livelier place. In order to spawn them, you can use the "spawnnpc dummy" console command. If you don't want the NPC to wander around, you can lock/freeze it by typing "locknpc" into console. If you don't want your NPC to take any damage, you can use the command "setnpcinvincible". You can also change the appearance of the NPC by using the new "setnpcskin" command. Of course there will be better solutions for NPC handling in the medium run.
Last but not least we reworked the server browser, it no longer uses the Steam masterserver for the time being. This means all servers should be visible in the server list again.
Stay tuned for the next update, which will finally introduce mounts!
Changelog:
[New] New weapons: three different bows
[New] New tool: chainsaw
[New] Added dummy human NPC, which can be spawned via command "spawnnpc dummy"
[New] Added two knights armors and three associated helmets
[New] New clothing item for Easter: bunny mask
[New] Added "locknpc" command to lock/freeze certain NPCs
[New] Added "setnpcinvincible" command to make certain NPCs invincible
[New] Added "setnpcskin" command to change skin of certain NPCs
[New] Added setting (config.properties) to turn off the map grid
[New] Armor actually protects you now
[New] Light items float in water now
[Change] Crosshair is now visible for crossbow and bows
[Change] Updated dungeon loot
[Change] Changed visualization of player groups/parties (now uses 3D marker to show members)
[Change] Server browser no longer uses Steam Masterserver (so you will be able to find all servers now)
[Change] When spawning an NPC, it now looks into your direction by default
[Change] Miningdrill sounds are now properly synced in multiplayer