Firstly I'd like to say a big thank you to everyone who has purchased Showrunner! I also really appreciate all the helpful and constructive feedback and ideas that have been sent my way since it came out. Extra special thank you to everyone who's taken the time to give the game a positive review, it makes a massive difference here on Steam.
There's a long list of updates, new content and improvements planned and I just wanted to outline some of them to give you an idea of what to expect from the game in the coming months. This is by no means an exhaustive list, just the concepts and designs which are most solidly established at the moment and least likely to change (although please note that is still possible!)
More Scene Cards
I'm planning to add a bunch more scene cards to offer more options for script creation. Some will be more specialised and situationally useful. The new card sets are likely to unlock some new season themes as well. Card filtering and sorting will also be added.
End One Show and Start Another
Support for this was always planned and fortunately the game backend was built with it in mind, but I hadn't expected it to be an important feature for so many people! Accordingly I've moved it way up the priority list. You'll be able to stop making one show at the end of a season (or even be forced to if it completely tanks) and begins making a different one with your existing studio and staff.
Deeper Editing System
Currently the Editing phase is the least interesting and important of the three phases of production. A more complex system will allow you to use the editing phase to steer the episode points in certain directions - for example focusing on adding drama points above all else, possibly even at the cost of existing points. Helpful for trying to focus on elements that are important for your chosen show genre.
Production Time Limit
Based upon some great feedback here I'll be looking to limit how long you have to finish a season - a time limit specified when the contract is signed. Fail to finish the season in that time and you'll forfeit episode & bonus payments and potentially even have to pay a fee back!
Studio Loyalty System
Gives you a Studio XP bonus for keeping staff around for a long time and developing their skills rather than just firing and replacing them. Doing the opposite will incur increasing Studio XP penalties. Will eventually also affect staff morale.
Expanded Character Traits
Many Character Traits will be tied to specific character archetypes, in a similar way to different RPG character classes having access to different feats as they level up. A bunch more traits will also be added!
Character Relationships
You may have already noticed this currently dormant section of the character screen. This system will allow relationships to be defined between characters, for example sibling, parent, child, friend, rival, enemy etc. Eventually the plan is to expand this further to cover groups and alignments - for example belonging to the rebel faction or the thieves guild or a particular study group at a community college.
Greater Character Flexibility
Change Main Characters to Support or Vice Versa. Multiclass a character as two archetypes to gain access to more traits.
Character Title System
Allows you to purchase Character Titles using Persona Points, which incrementally increase Character Popularity. These will help to flesh out and differentiate characters.
Staff Training
Various training types will allow you to focus on improving particular skills for different staff, with training effectiveness able to be increased as the Studio level increases. This screen will also provide a more detailed breakdown of the existing stats that staff have.
Shared Dressing Rooms
This room type functions similarly to the lead dressing rooms but allows for a number of lead and support actors to be assigned at once (whilst providing a lesser boost). The bonuses are factored in on top of the ones all actors receive from the Green Room. It also allows assigned actors to rehearse.
Hair & Makeup Room
This room will allow the casting rating of actors to be increased (potentially beyond 100%) at the cost of having to sit there for a long time, losing energy and morale.
Rehearsal Mechanic
Allows you to set actors to Rehearse, an action which will generate Persona Points but cost them energy over time. They can only rehearse a certain amount per appearance they've made in the show.
Brainstorming Mechanic
Allows you to set writers to Brainstorm, an action which will generate Script Points but cost them energy over time. Writers can only brainstorm if they (and the writer's room) aren't currently working on a script.
As you can see, there's plenty to look forward to in Showrunner, stay tuned!
General Updates Slight change to costume selection. Left and right change costume; up and down change color. Fixed a memory leak that caused the game to crash after 120 matches or so; unfortunately, the 32-bit version of the game have been disabled for now. Button config should not update when opening on character select. Button config can now be reset to default. Throws should look correct, even if grabbing opponent's facing the same direction as the throwing player. Player 2 selection should revert if character select is left early. Arcade Mode no longer allows player 2 to join Slight CPU adjustments (they shouldn't throw break as often.) Updated the disconnected controller ui CPU Difficult cannot be adjusted for versus player vs player matches
Arctina Bug fix: Should no longer gain "infinite" armor if thrown out of Frozen Defense.
Drargos Bug fix: Should no longer be able to create two walls.
Rho Jump HK can be charged; will not ground bounce if uncharged. Charged will groundbounce regardless if the opponent is airborne or not. Manta Blade and Manta Blade Barrage can be performed in the air. Manta Blade Barrage "vacuums" opponents, making it more consistent.
Bolt Shocking Roll "vacuums" opponents, making it hit more consistently. Eelctric Leap's radius is 5 times larger, making it hit more often.
Odon Trillion Color Chisel "vacuums" opponents, making it hit more consistently.
The following video goes into some of these in more detail:
Shiravune has released Nope Nope Nope Nurses on Steam in English and Chinese, with a 20% OFF launch discount for a limited time.
Yamada falls into the clutches of the “OG Three,” a triple threat of veteran nurses!
https://store.steampowered.com/app/2261240/ Meet the sinister trio that even the other nurses fear! “Begrudging Nurse” Tachibana, “Insidious Nurse” Kurokawa, “Violent Nurse” Yamaguchi, and “Demotivational Nurse” Hiramatsu. Just like the rumors said, this hospital’s got nothing but nurses with the worst personalities.
I had no idea there could be anybody worse than them! These three aren't just nasty… They’re pure evil.
Some are obsessive, some wicked, and others unpredictable. They're the absolute worst—and that's what makes them the best!
Lab-created spiders, filled with dino-might...! Originally engineered by InGest Corp as a solution to world hunger, the half-dinosaur, half-spider mutant monstrosities known as Spidersaurs are on the loose, and only you (and a friend in co-op mode) can stop them! Leading the charge are InGest's elite taste-testing interns, up-and-coming punk rocker Victoria and police-officer-in-training Adrian, who are unleashing their uniquely specialized arsenals to prevent the Spidersaurs from breaking out of the InGest facility and into the wild! In this article, you'll learn more about the heroic duo, as well as the InGest support staff and other key characters in this action-packed, Saturday-morning-cartoon-inspired run-'n'-gun shooter!
Adrian
Dependable, athletic, and resourceful, Adrian is one of the playable characters in Spidersaurs. This by-the-book individual is currently training for a career in law enforcement, but in the meantime, he's making ends meet through various odd jobs, including delivering pizzas and testing InGest's latest food products. His weapon of choice is the Sport Caster, a heavily customized potato gun that has been modified to turn surplus sports equipment into devastating anti-Spidersaur armament. He's willing to risk it all to stop the Spidersaur threat!
Fun Fact: An early idea for Spidersaurs was that one of the heroes would have a million jobs to make ends meet. Since Adrian is the straight-laced rule-follower of the two, it seemed natural for him to assume needing more money = getting more jobs. Director Tomm Hulett states this is how he is in everyday life, and once had four jobs at once in order to make his car payments, so he tapped into this mentality when writing Adrian!
Victoria
Sure, saving the world is great and all, but what Victoria really cares about is her music career! A bit of a loose cannon, she joined InGest's food-testing program as a quick 'n' easy way to help earn cash for her band. Now that the man-eating monsters have broken free from their confines, Victoria's discovered that her talent for shredding on stage translates well into tearing apart Spidersaurs with her weaponized guitar, the Thrashburn Perilaxe. One way or another, Victoria is planning to climb to the top of the entertainment mountain, and no eight-legged freaks are gonna stop her!
Fun Fact: In contrast to Adrian, Victoria is scrappy and uses whatever is available to her advantage; she'll wheel and deal to get every last dime! Director Tomm Hulett says he's more like Victoria when it comes to game development, in which he sometimes has to make the best of a surprise situation, so he channeled this aspect of himself when writing for Victoria!
Dr. Aracha Sorez
Dr. Aracha Sorez is InGest Corp's lead researcher and CEO, as well as the scientific genius behind the Spidersaurs. Not one to suffer fools lightly, this bioengineering billionaire risks losing it all if her creations escape the InGest facility. She developed the Spidersaurs to solve humanity's hunger crisis, but unfortunately they seem to have other ideas!
Fun Fact: There is a HIDDEN MEANING in Dr. Sorez's name!
**(SPOILER)**
That's right, "Dr." is an abbreviation for "Doctor"! Aracha achieved her doctorate in record time, which is a good thing! Without her novel solution to world hunger, humanity would be in big trouble!
Paulette D'nosh
An InGest chef, Paulette D'nosh offers advice and support to Adrian and Victoria as they battle the Spidersaurs - from a safe distance, of course. She has a wealth of information about Spidersaur behaviors as well as the InGest facility, but her biggest concern is about how the Spidersaurs taste!
Fun Fact: The idea behind Paulette is an assistant character who is very soft-spoken in person, but communicates with you very aggressively during gameplay via loud speakers throughout the facility. She tries to hide how passionate she is about Spidersaurs, but sometimes it just spills out! It is good to love what you do.
Uwe Richter
Uwe Richter is both scientist and chef, making him a key InGest team member. He not only helps bring Dr. Sorez's Spidersaur designs to life, but makes sure they're delicious and nutritious too! Unlike some of his colleagues, he does have some ethical concerns about his work, however, which seems to leave him in a perpetual state of panic.
Fun Fact: "Uwe" is pronounced "Oo-veh."
Stockton Vester
The major financial backer of InGest Corp, Stockton Vester is in many ways responsible for the creation of the Spidersaurs. He doesn't sweat the details, nor is he especially concerned with the scientific side of things - he leaves all that to Dr. Sorez and her crew - but he's more than happy to share his fortune so he has cool new tech to play with. He's like a kid in a (man-eating) candy store!
Fun Fact: Stockton has a lot of money. He has probably funded a lot of other ventures that don't feature enormous dinosaur/spider hybrids, but are no less ill-advised.
The Roach
Just what the heck is The Roach!? He's not a Spidersaur, and he's certainly not human! So where did he come from, and how did he learn to copy Adrian and Victoria's moves!? Or to talk, for that matter!? Whatever he is, he's a fierce foe that keeps popping up, no matter how many times you try to squash him.
Fun Fact: Did you know you can date The Roach? Well...not really, but in an alternate timeline where WayForward actually created the April Fools 2021 joke game "Are We Soulmates or am I Just Being WayForward" you totally could!
RPG Architect was envisioned as a radical evolution to the hobby game making industry. Many of us are veterans to it ourselves. The biggest question I've had this entire time is, "Why hasn't anything evolved?" Sure, there are people making one-off engines that do only one thing or a few things... but shouldn't there be an easier way? Why should you need a plugin to configure the user interface in your game? Why can't you adjust the orientation of the the party in a battle? Why does everything *generally* look the same? Why can't I toggle between a 2D or a 3D game? Why are there such hard limits on everything?
So, we took a lot of "what worked" and got feedback. We played with some other things, tested that, threw some things out, and evolved or kept others. If you ask anyone in our community who actually has played with it (or actually look at the release notes on Steam here), you'll find that the updates are often and the feedback addressed quickly.
Where Are We?
This is the present state of what we are missing, in the event you hop into RPG Architect and are looking on "how" to do something.
There are a number of workflows that need to be improved, in general. In particular, Action Sequences and Animations are going to get a timeline viewer, so you can look at it in that perspective instead. The sample project does not demonstrate item usage in the menu, but it will shortly. Item usage in battles does not work, but will be implemented very soon (and the Sample project will be updated).
Do you want to help?
We need help with localizations and templates. The editor self-discovers language used in it and automatically translates it. If you look under the Editor \ Editor Settings \ Language Editor, you'll see the ability to create your own translation. If you want to translate RPG Architect into Klingon, you absolutely can. There's a button at the top for importing and exporting. If you want to translate RPG Architect into your native language, you can easily do it in this manner (provided you know English -- or another language that RPG Architect gets translated into and can make sense of the keys).
Templates are as simple as building out a project (they're really just glorified projects). A template will include prepopulated data in it (so, you may have a template that has some Statistics defined, as well as a Battle System). At some point, we will allow for you to import certain pieces from other projects, so you could "import" a battle system, user interfaces, characters, and so forth.
If you help, you'll get a nifty Discord role and my undying love gratitude. I still have four limited edition RPG Architect "founder" mugs that were custom made that I'm saving for folks who have done something truly above and beyond for the community. These mugs cannot be bought and can only be earned.
If anyone wants to help fill those gaps in, it'd be appreciated, such that I can focus on building out the systems and making things better in the engine and editor.
What's Next?
The Near Term
I expect that, even though we've had several months, and several folks who have been testing it -- there will still be bugs and workflow problems. We're working on it. There will likely be a flood of new issues and questions -- definitely ask about it in the Discord.
The first month or so (leading thru the end of February), I expect to be fixing these in tandem with working on the included sample project and getting items working in battles. Animations and Action Sequences really need an overhaul to have a timeline -- so I'll be looking at that (I have plans!). That will likely be the focus on the immediate term.
Unless something else pressing is brought up, the next focus will be on ambulation, so that you can start making your world more interactable. Ambulation will immediately open up adventure battle systems, similar to Legend of Zelda or Secret of Mana. There will be a new interaction type to account for this in scripting. Around this time, we'll also start putting in prefabricated entities or Entity Definitions (in your database) -- so you'll be able to make references to these entities (hint: Doodads already work this way), with minor tweaks. You'll have the ability to also break the inheritance of it and edit it locally, without modifying the referenced material.
Following that, my next plan is to visit integrating GLTF and true 3D support. That will likely happen around Summer (for us Northern Hemisphere folks).
By this time, we'll hopefully have a lot of feedback and started planning/prioritizing our next steps. Hopefully, we'll have a sizeable amount of translations, templates, and sample projects -- and the ideal of a community-led game tool will be realized.
The Future
I don't want to write RPG Architect multiple times. I've stated this multiple times -- I have no interest in making an engine, making minor modifications, and then selling it again at full price. When you own RPG Architect, you will own it for good and get continual updates. I'm writing this once and updating it for as long as it is feasible to on the current engine. I don't think there will be another jump in graphics like there was from 2D to 3D -- so we should be good for a long while. My plan is to continue supporting it for at least a decade. We'll see what can be done!
The future will hopefully be driven by you, just as much as it is by myself.
I plan on working our a system for porting to Consoles (natively), wherein you will have to do nothing other than prove your credentials/developer license with these companies, and upload your project to get a "build." It may be a little more nuanced, but hopefully it isn't -- and hopefully no source code/licensing concerns between RPG Architect and you need to be held. If there are, we'll figure it out. You shouldn't have to port your game to another environment or tool to get it to a console.
Other plans include making things like a Strategy Battle System (this is asked for a lot). I've heard you loud and clear -- it's on the radar. RPG Architect is planning on being capable of making a SRPG.
There are plans for "Projections" (think bullets, sword beams, explosions, etc), tons more user interface elements than we presently have, mouse/controller support (many of these may come sooner rather than later), vehicles, classes, dungeon generators, post-processing effects, and more.
At the end of the day -- it'll be voted/ranked by the community -- so make your voices heard so I can get things built on my side!
You should even be able to build a Metroidvania... in fact, that might happen in the first few months! Jumping is a form of ambulation!
Thank You
There have been a number of people who have worked diligently behind the scenes to get us to this point. I'm extremely grateful. It's been a long road, but we would not have made it to this point without so much of your input.
I'm looking forward to meeting and growing this community more.
Looking forward to the next decade! Don't forget to check out our website for monthly updates on what was changed!
Hi, Ill-Fated here! This is the last update for the “Rune it Out early access beta version” with it game has gained most of it’s sounds as well as multiple minor fixes and mana bars.
List of changes :
- Fix canvas in the lobby
- Fithe nish sounds in lobby
- add mana bars for 5FFA
- add sounds to 5FFA
- Make a devlog about the last preparations and new arena preperations
- fix fire spell small
- fix fire spell big
- fix water spell big
- Spells fix Application
- Spell Movement Sound
- Button Exit room Sound
- Button Replay Sound
- Spell consumed Sound
- Player Mana Lose Sound
- Player MThe players Sound
- Player death getting
- Player Lost the game Sound
- Player won the game Sound
- Rune geting picked Collide
- Player Chanting Sound
- Deleted runes Sound
- Boss Chanting Sound
- Spells Colide Sound
- Changed starting mana from 100 to 300
- Changed basic audio from 100 to 75
- Tutorial fixed
This was a satisfying month of beta development I have planned to do a bit more but considering the holidays it's great that this much has been done. But do not falter this is NOT the end of Rune It Out development you can expect that for the next 2-3 months what will be appearing are minor updates polishing the actual game once every week and that is because I'm now going to focus most of my effort on creating the main game mode of Rune it Out which deployment will signalise our coming out of early access.