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Rathguarde is planned to be a Sidescrolling RPG Action Sandbox Hack'n'Slash Adventure Fantasy game, with a cool industrial feel to it, and a rich storyline, with three races: Goblins, Dwarves, and Elves. We hope to make it fully functional in both Single-Player and Multi-Player modes, with Trading, Combat with Monsters and other enemies, magic/skills (both generic and race-specific), machinery and contraptions, a vast array of items, both mundane and magical, including a huge armoury of weapons and armour, a leveling/experience system, so your character almost completely customizable, tailored to suit your play-style, and a new and unqiue "You vs the World" type theme, where the world itself is out to get you... Rathguarde is currently in it's Alpha stages (We're working on Alpha 4 at the moment), so while we get the base engine up and running, it'll be free (although when we start charging, it won't be much) We're completely open to any help/suggestions/hate you may have :)

Report article RSS Feed Rathguarde - Alpha 2: Sky IS the limit!

Josh here, releasing the second alpha version of Rathguarde, with some exciting new features!

Posted by BaronVengeous on Aug 7th, 2012

Woohoo! Alpha 2 is here! (Well, it should be up within the next day or so, depending on autho-time)

In Alpha 2, we bring you many new features, and many bug fixes.

So in Alpha 2, the sky IS in fact the limit, as is the very bottom of the world, thanks to 2 new blocks in Alpha 2, Sky_Limit and Bedrock (see above), which are indestructible blocks, appearing in barricades about 20 blocks thick at the top & bottom of the world, making sure you hooligans don't go gallivanting across the outer atmospheres.

Another new block is stone, a common block found everywhere under 10-15 blocks of dirt, right down to bedrock.


In Rees' spoiler, he talked about our new DSD, which as promised, has been fixed. 


But of course, by far the most interesting addition to Alpha 2, is the all new Inventory system,  which can be accessed by pressing I. The inventory is 4x9 grid, in which you can stack up to 100 dirt or stone in one square. Also, the rest of the game is paused while in the inventory, displayed by how it is greyed out.

Then of course is the Palette (not the hotbar) where you store all the items you want to use on the go, which can be selected by scrolling. This also counts as another 7 inventory slots! 


Also, there is now a help screen which can be accessed by pressing F1 


And now Rathguarde has an Icon!

Here's a list of bugs we fixed in Alpha 2:
 + Fixed certain Goblin animations
 + Fixed the game crashing when you went too low or too high
 + Various other errors 

So have fun! Many features planned for Alpha 3, too many to list here, but sadly it will most likely not be done by next week, but i'll keep you posted!

 - Have Fun!

Post comment Comments
HoundsTooth
HoundsTooth Aug 8 2012, 3:52am says:

Hey, looks quite promising, What are you writing it with to get such a vast platform compatibility range (viva linux)?
Also if you want I would gladly help with art/music even if not for final release.

Keep it up.

+1 vote     reply to comment
BaronVengeous
BaronVengeous Aug 8 2012, 6:01am replied:

Thanks! Well currently i'm using C#, for the windows and eventually XBOX platforms, but i'll be shifting to Java and C++ for most of the others. As for your offer, you're welcome to send us anything you come up with, and if it's put in the game, you'll get full credit for it of course. Thanks again :)

+1 vote     reply to comment
Metalspy
Metalspy Aug 8 2012, 7:30pm replied:

Wouldn't it be wise to make just one version with Java? You don't have to port stuff then and if you're going to use it anyway...

+2 votes     reply to comment
HoundsTooth
HoundsTooth Aug 10 2012, 3:31am replied:

That's what I was thinking, however I don't know if xbox permits java games, tha'ts why mincraft xbox was redone in C++

+1 vote     reply to comment
BaronVengeous
BaronVengeous Aug 10 2012, 5:04am replied:

Well, there isn't really that much to it really;

Basically, the game began when i was toying around with XNA 4, where i went ahead a made the block engine (more or less the basis of Alpha 1), and we pretty much made a split second decision to put it up on indieDB, so things pretty much went from there. Also, Windows is more 'accustomed' to C#, and then there's the XBOX advantage. The re-write into Java/C++ isn't really that much different, meaning it should be fairly easy to give each OS one of its 'accustomed' languages, hopefully making overall better performance.

But Yeah, making it in Java would probably have been a good idea :)

+1 vote     reply to comment
Metalspy
Metalspy Aug 10 2012, 7:01am replied:

I understand and the porting itself might be not too much work, but maintenance will be relatively a huge amount of work because you have to fix every bug in every version. But yeah if that is your choice then so be it :) Good luck with this project, I might check this out regularly.

+2 votes     reply to comment
BaronVengeous
BaronVengeous Aug 11 2012, 3:34am replied:

Yes, but we won't be putting it onto the other platforms until we are much closer to the end of development.

Thanks anyway :)

+1 vote     reply to comment
VarosTyr
VarosTyr Aug 8 2012, 11:52am says:

Very very nice update. I'm loving every bit that you're doing, can't wait to see what else is in store! Keep up the great work.

+1 vote     reply to comment
BaronVengeous
BaronVengeous Aug 10 2012, 5:06am replied:

Thanks! Although i didn't cover it in the update, pretty much the basis of Alpha 3 will be adding tools, and most of the crafting system, however this may take a while :)

+1 vote     reply to comment
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Rathguarde
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Flashfire Games
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