RODINA

Rodina 1.2.3 is released! Download demo / full game now! (Readme)

Or buy Rodina on Steam!





RECENT UPDATES

Rodina 1.2.3 and Vote Results!

First of all, I’ve updated Rodina to version 1.2.3 with some fixes to a handful of bugs, including a nasty airlock-exit bug. This update also contains a major refactor to the game code, so if you experience new problems, please let me know so I can address them!

With that out of the way, the latest Community Vote is over. The ballots are in and the winner is… COMBAT! However, this vote had a twist – read on to find out!

First here are the binding Bossypants results:

* Combat: 54
* Interior Generation: 28
* Interior Editing: 36
* Bugs / Optimizations: 9

So that decides it – I will next be working on Combat features, including new enemy types, new weapons and powerups, planetary Xenos, optimizations and polish, and hopefully a surprise or two!

But, that’s not the whole story. Here are the rest of the vote results from Steam, Reddit and Twitter:

* Combat: 86
* Interior Generation: 56
* Interior Editing: 96
* Bugs / Optimizations: 19

Here we see that Interior Editing (and Multistory Interiors) won the vote! Now, if you add up all the totals, Combat still won, but these results show a clear second place result.

Since I plan to work on all of these features one after another, I can use ALL of your votes to establish an order! Combat first, then Interior Editing, then Interior Generation, and finally Bugs / Optimizations! I’m predicting that this will take me a bit into the New Year, but if I can be done before the end of 2016, that would be awesome! After that, I can proceed straightaway with the rest of the Roadmap!

Thank you to everyone who voted! The past few weeks have been amazing for the game, and your support has been incredible! On to the next stage!

Bossypants Vote – closes Tuesday 8/16!

It’s time for another Bossypants vote, where those who are in the Bossyypants tier get to tell me what to do! Just please sign into your dashboard to vote. You’ve got until Tuesday!

The goal for the rest of the year is going to be expand on the last update – better combat and better interiors. Each of these options will happen, but you guys can choose which you’d like to see first! Here are the options:

Combat

This last updated added FPS combat to the game for the very first time! Let’s expand that by adding more Xeno types, more weapons, powerups and health/ammo pickups! I’d also like to start peppering Xenos around the Zorica System- maybe at crash sites or maybe even just in locations on the planets!

Interior Generation

We’ve got procedurally generated rooms in the game – Wooo! But they are shapeless and empty – Boo! Let’s fix that by adding different room types, better shapes (and symmetry also), hierarchical zones, hallways, and entities (like furniture). It’ll all still be procedurally generated so let’s hope I can make it look good! :D

Interior Editing / Multistory Interiors

The interior map system was originally built around text input files, and as a result the editor is limited, doesn’t work well with the procedural generator, and is generally hard to use. Let’s improve it by revamping the interface so you draw rooms rather than toggle individual grid squares. Also now’s the time to enable interiors with multiple stories and tall rooms. Combat feels too limited in these small spaces!

Bugs / Optimizations

Over the months, the game has accumulated some hitches and frame drops. Of course I’m always thinking about these and addressing them when I can, but I like to have this as an option to get a feel for how the community is feeling about the game’s stability and performance. There’s no telling how much performance we might be able to squeeze out of this little thing!

That’s it! Again, all of these will be addressed but I’m interested as always in what YOU would like to see first! If you are not in the Bossypants tier, I still want to know what you would vote for! Have your say on Twitter, Reddit, or the Steam Forums!

Roadmap Updated

Now that FPS combat is in the game, it’s finally time to update that Roadmap that guides us!

The key takeaways are that I’m going to spend the rest of 2016 building on this last update – mostly with better Combat and better Procedural Interior Generation. This will give Rodina some significant and diverse gameplay.

After that, I’m hoping 2017 can be about Content. Gameplay systems, challenges / rewards, and dozens (hundreds?) of procedurally-generated new Xeno Bases. This is where Rodina will grow up into a Real Game, ladies and gentlemen.

My fervent hope is to complete this process by the end of 2017, at which point, Rodina can finally come out of Early Access.

There’s no telling if the timing will work out as predicted, but at this point I’m extremely confident about the progress I’ve been making, and that this will be how things unfold. I’ve never been more confident or excited about Rodina’s future – for real!! Thank you all so much for joining me on this incredible journey!

I Lied!

Ok, so most of you already know this by now, but… I lied! Rodina 1.2.2 wasn’t just about Vanguard Ruins. It was also about… First Person Combat!

That’s right, for the first time ever, when players opened the doors to the Vanguard Debris, they found themselves staring face to face with Xeno Scum! The combat in the game is fast-paced and inspired by DOOM, so the rule is: keep moving!

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Now remember, this is just a first pass on the combat. I actually squeezed it into this update as a surprise and as a challenge to myself, so it and Procedural Interiors are both sort of half done. Next we will hold a Community Vote to determine which of these features to expand and improve first. If you choose Procedural Interiors, then I will add better room shapes, hallways, diverse room types, and entity placement. If you choose Combat, then I will add more weapons, more Xeno enemy types, health and powerup pickups. I will also have a couple other options.

Of course, all of this is building to the big mid-term goal: Ship Boarding! I think this is a HUGE step in the right direction, and I’m very proud to be finally crossing this threshold with you all. This is a major milestone that I’ve been putting off until the right time. The time is now!

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I’m very excited for Rodina to evolve over the coming months. It’s an exciting time – things are heating up! Purge Xeno!

Rodina 1.2.2 – Vanguard Ruins!

It’s here! Rodina 1.2.2 has arrived and with it, new locations: the broken, dilapidated ruins of the Vanguard Ship, floating in space. These empty husks have long since been stripped of their valuables, leaving… what, exactly? Find and explore them to find out…

Screenshot-10

This update shows off the initial “Procedural Interiors” system. As I expand upon it in future updates, it will be used to create Ships and Planetary Bases to board, fight your way through, and take over.

I also added Guns to this update because shooting stuff is fun! Make sure your ship has a few scattered around (like the Fire Extinguishers). You can always bring up your gun with the R (“switch weapon”) button!

As always, you can also find this update in ZIP form, as well as on Steam. And you can see the full list of changes in the Readme.

Rodina 1.2.1 – Targeting!

It’s here! The update to Rodina that adds a Targeting system, so you can properly gauge how far away planets, ships, and terrain locations are! To target an entity, hover the reticle over it and press T (or X on the Gamepad).

Target-1 Target-2

This update also contains an Altimeter. Probably one of the most highly-requested features in the game. Rodina – now with much less smashing into mountains!

You can also find this update as a ZIP file. And of course the current version is always available on Steam as well. And the full changelist is in the Readme.

Next I’m working on a major feature: procedural interiors. This will allow me to create randomized interior spaces to play in. I’m not totally certain in what capacity these will be used at first, but in next year this will be the feature that allows me to generate Xeno bases.

After procedural interiors, the goal is to get basic combat with Xeno NPCs in by the end of the year!

Rodina 1.2 is Live!

Bots-10-15

This is a major milestone for Rodina – our first NPCs! Continue the game’s storyline in order to create Baby Automaton Bots and bring your ship to life! Bots will wander around your ship and look at the various contraptions, saying their names in Robot-ese. They can follow you around. And each one has their own unique brightly colored, animated, and only slightly creepy eyes!

This update also comes with Mod Support. After playing the game once, a “Mods” folder will be created, into which you can drop new Mod directories. The files in the Mod folders will be loaded when the game starts, and can override game files in some cases. Now there’s no need to manually overwrite files to install mods!

Also note that the update is available in ZIP form, and the full change list is in the readme.

Dev Update: Lots of Bots!

ManyBots

Hey guys! I’m here with what I believe will be the last Dev update for this milestone. This time I have a ton of changes, many of which are behind the scenes. Some of it has to do with the Bots though:

* Randomized Bot parts – now when you call MakeRobot() from the console, the bots will be randomized! It’s not polished up yet but it’s fun to see a variety of robots pop out at once :)

* Robots animate slightly and look around as they wander.

* There are lots of optimizations related to robots as well as some with terrain generation. Performance should be better with lots of bots onscreen now, although their AI performance will degrade the more of them there are. I also added a new option, “Terrain Creation Rate”, which (when turned down) can result in smoother gameplay (with fewer hitches) at the cost of slower terrain updating. Let me know what values work best for you!

* Oh, the player ship shows up on the Scanner now too.

There are a ton of other changes in this update but I don’t think there’s anything else worth explaining. Don’t worry, I’ll post a full changelist when the update comes out!

As always, the Dev updates might have bugs! I don’t recommend playing on the Dev branch unless you want to be helping me test!

New Blender Exporter

Those of you who have used the Blender Exporter (from the Modding Resources page) know that it was kinda janky and needed some work. Thankfully, a volunteer stepped forward to improve it! The lovely Mark van Dijk worked with me to add some much-need features. Now you no longer need to edit the script file before installing, and you have the option to only export selected objects or to do the entire scene.

This new version is for Blender version 2.74 or above.

You can download the new exporter directly here. Thank you for your help Mark!!

Robot Eyes!

The Robot Babies are going great! Getting closer to release on these guys. Basic NPC features are mostly done and now I’m moving onto “flavor” features. Current work: Eyes!

RobotEyes

My goal is for the Bots to have expressive, varied eyes, so I decided to create them procedurally. Very excited to see them bring these little guys to life even more!