(Note: This is more of an introductory post, hence “Update #0”)

The blog is finally up!

Earlier this year, I announced that I’d begun developing a sequel to Floppy Heroes. Later, I also posted some early footage of the sequel’s new style.

With the leap to 3D, the entire game needed to be rebuilt from scratch. This is something that’s been taking me a while, and a lot of what I’ve been working on so far has been the coding related to the core functionality of the game. Therefore the more tangible, graphics-related things are still on the way, along with more screenshots and videos.

On the bright side, developing the sequel with a clean slate has also been a great opportunity to use what I’ve learned from working on the first game, as well as working with Unity in general. So far it’s paying off. The code is much cleaner, my 5-year old notebook can run the current build at a steady 60 fps, and it’s much easier to add or modify in-game items (which improves the possibility of modding).
Another notable improvement is the use of XML files to store in-game text (rather than hard-coding everything), which allows for the possibility of some benevolent souls to help localize the game further down the road. This would be nice, as a sizable number of people who bought the first game are from non-English-speaking countries.

From this point onwards, I’ll focus on using this blog as the primary place to post news and updates on the development of Floppy Heroes 2. I’ll still continue to poke my head into the Floppy Heroes forum on Steam on a regular basis, so feel free to continue reaching out to me there if you prefer.
Also, as always, post any suggestions you may have for the sequel here. I always read them, and I’ve already received some great ideas to implement once development is further along.

As always, thank you to everyone who has continued to follow and support Floppy Heroes!

-Rimply