Robot Rising - a 3d Action RPG on Facebook - Live now!

IMAGE(https://lh3.googleusercontent.com/-YPqW6XtEQE8/UDTn-JIqo0I/AAAAAAAAAVw/sBuMFPmjYa4/s561/stomp.jpg)

Hey guys, my company has finally released our first project, which is in Open Beta. The game is called Robot Rising and its an action RPG similar to Diablo/Torchlight only with robots

Here's a gameplay trailer, click the here to play! - https://apps.facebook.com/robotrising/

Hope you guys enjoy it!

[Edit - Updated on 8/22 for Open Beta. Originally posted as Closed Beta announcement]

Looks pretty slick. Sent my beta request.

How do you know we signed up from here or just found the site somewhere else?

Double post

In b4 all the "Facebook is the devuullll!!" hand wringing.

Request incoming.

Oh I can't tell if they came from here, there's no silver-badge status for GWJers or anything You're all special to me!

We're working on getting a new version up to Facebook right now. Once that's up, we should be approving beta key requests. Access will be immediate once you have the beta key email.

Got mine.

Great. We're posting a new build within the hour with a whole host of bug fixes, so there may be a brief interruption.

This looks awesome! And it looks like a lot of customization from all the different mech types. Or are they predefined?

I guess I'll go to the site and read for myself.

edit - and done! signed up for beta =)

Hi Fang. Your look is determined by your Chassis, your Mobility type and your weapons (up to 4 with later Chassis) all of which are obtained with loot and with crafting. You can get a pretty crazy clown suit going if you take any old thing, but its hard not to look badass

Can't wait then to take it for a spin!

Is it right/left mouse click or are there more (number keys) active skills like d3?

New build is up and beta keys should be going out!

Fang: it's mostly left-click driven with hockey's 1-5.

Congrats, you got RPS'd!

Will put in a signup later tonight, forgot to do it yesterday.

Played up till Level 3 when my session timed out. A charming little game.

MrDeVil909 wrote:

In b4 all the "Facebook is the devuullll!!" hand wringing.

Request incoming.

Having said this, I do need to ask. Why is this on Facebook? Are there social aspects that take advantage of the platform? I'd rather see this as a downloadable title on Steam or GamersGate, the level loads kill my data cap.

Played a bit.
Some random thoughts:
1) I kept wanting to hold down shift to fire without moving.
2) The option to go into a level on 'easy' or 'hard' difficulties could do with some feedback about what that actually entails. (enemies have half/double life, do half/double damage, what?)
3) When presented the choice to do a second level or return to base, I would worry about running out of inventory space so always went back. Maybe an option to send stuff back to the warehouse in between levels without having to return?
4) Disappointingly, none of the gear I found was worth anything when recycled.
5) Liked the turret things which paint a crosshair on the ground you could move away from to avoid damage. A bit of change of pace from simply standing there unloading at enemies and repairing when necessary.
6) Music freezes, loading screen stalls a bit just at the end of a level load.
7) Crafting, what little of it I encountered seemed not worth it compared to just looking for drops because I'd rather save my mineral resources for building buildings. Maybe that would change once I had all the buildings.

I just put in my Beta request! I look forward to testing this out as I try to figure out what my own project will be-- I never thought of a Mecha-Torchlight-- that's a great idea!

juv3nal wrote:

5) Liked the turret things which paint a crosshair on the ground you could move away from to avoid damage. A bit of change of pace from simply standing there unloading at enemies and repairing when necessary..

I like running up to the towers, then running away just before they shoot so they blow themselves up.

WipEout wrote:

Mecha-Torchlight

I like this description

oh forgot, probably a "known issue" but since I can't be arsed to use your official beta forum:
when you go to the warehouse there are weird cpu/memory modules that are tagged with the word 'story'? which aren't normally visible in your bot inventory.

Just put in a beta request as the game looks very interesting.

1) the game is fun
2) the graphics look better in game than in the videos
3) all 4 of the weapon types I've found/equipped feel good
4) the esc key to exit full screen mode is a problem with Unity but I miss use it to close open windows all the time; can we get the spacebar to close windows like in d3?
5) after the computer helper stopped giving me tutorial tips, I missed out on it still having objectives for me... a more obvious reminder every once and a while would be nice
6) same goes for rewards earned; I finally found that I had a bunch I could click on after 5 missions completed
7) someone mentioned recycling... I was wondering where that was for all the stuff I don't want to use
8) do you just exit the page or is their another way to exit the game?
9) I looted the same items mentioned in another post with either "story" or generic filler text descriptions
10) the minimap needs more features like move resize or perhaps transparency or overlay

Thanks polypusher!

juv3nal wrote:

oh forgot, probably a "known issue" but since I can't be arsed to use your official beta forum:
when you go to the warehouse there are weird cpu/memory modules that are tagged with the word 'story'? which aren't normally visible in your bot inventory.

Yeah, well known. When story loot is working fully, you'll pick those up and plug them into a database, revealing more and more piece of information about the world and what the heck is going on. The loot is placeholder but as soon as we turn on the story links, all your existing pieces will work like they should.

fangblackbone wrote:

1) the game is fun
2) the graphics look better in game than in the videos
3) all 4 of the weapon types I've found/equipped feel good
4) the esc key to exit full screen mode is a problem with Unity but I miss use it to close open windows all the time; can we get the spacebar to close windows like in d3?
5) after the computer helper stopped giving me tutorial tips, I missed out on it still having objectives for me... a more obvious reminder every once and a while would be nice
6) same goes for rewards earned; I finally found that I had a bunch I could click on after 5 missions completed
7) someone mentioned recycling... I was wondering where that was for all the stuff I don't want to use
8) do you just exit the page or is their another way to exit the game?
9) I looted the same items mentioned in another post with either "story" or generic filler text descriptions
10) the minimap needs more features like move resize or perhaps transparency or overlay

Thanks polypusher!

Ill cherrypick a few of these:

1. Yay!
4. This got me too for a while. Our keyboard options are limited for a variety of reasons. We're exploring our options carefully.
5. You get a little bit of this in the 'recommended missions' part of your log, but more tutorial hooks and such are coming.
7. Recycle an item by clicking on it and choosing Recycle from either your Inventory or your Warehouse
8. Just close the browser or navigate away or whatever. We'll remember where you were and all of your character status. The worst thing we do is stick you at the beginning of the level. There might be a bug where your minimap gets forgotten. That's a new one we're looking into.
10. Minimap love is coming!

I feel like the only reason this is a Facebook game is because of the base-building/energy mechanic, which seems exclusive to that sort of game. To be honest, I don't really like it. Seems to me that if someone wants to play your game, you should let them keep playing instead of saying, "give us money or go play someone else's game." I know that model is extremely successful but I think it meshes better with clicking crops and cows than loot hunting.

I wanted to play through to level 6 and my first new chassis, and just as I was about to ding over, had accumulated enough resources to build the chassis I'd researched, found a cool "flamer"-style weapon and was approaching the exit, the game told me that my session had expired. I don't know how much (if anything) I lost because I couldn't get back into the game. Kept getting a 404 error.

Other than that, all I have to add is that I'm not crazy about enemies dropping crates that I then have to open. Why can't they just drop the item?

Signed up as an alternate facebook account that matches my name on here.

I got the beta invite last night but was too busy to try it out. I plan on checking it out tonight though!

Just put in my beta app, looks good!

Played a bit more last night. I didn't lose anything but my progress on that level. Still had all my XP and items. Once I got my first two-weapon mount I put two flamethrowers on it and had some fun incinerating everything. BTW, I'm not sure if it's bugging or just kind of obtuse, but I had a hell of a time replacing my chassis. I kept getting messages about how I couldn't move my chassis "right now," with no explanation of why not. Since it shows up like equipment on the inventory page I was trying to treat it like equipment, but the actual method for replacing it is much more convoluted and was never explained to me.

If I might be so bold as to ask for you to prioritize a feature, do you think you could get the mute buttons working? I like to watch Netflix while I play loot games.

I accidentally started to make a building last night (turns out right-click isn't "clear," it's "left click but I'ma put this menu in your way too") and discovered that the cancel button doesn't work. I was glad to find I could move the building so no big deal, but might want to add that to the list.

Hey guys, we do a weekly survey to gather feedback and see how people are feeling about the game and any changes that go in. Participation this week has a potential T-Shirt prize I'd appreciate feedback from anyone who's played.

http://www.tencentboston.com/forums/...!

Lobster, I'm pretty sure the mute buttons are getting hooked up this week. Same for the Cancel option. That should go in when we enable the 'Instant' buy options.

Interesting... Will take a look in between bouts of Dark Souls

Hi guys, we've just put up a new build with lots of new features and important bug fixes. One major thing we are interested in right now is how well we are handling new database info vs existing account data. We are aware of a couple of conflicts with Missions, with XP (you're going to get 2 free robot levels as the best possible fix to a crazy bug) and potentially with resource storage. I'd love to hear of anything outside of those problems that you guys see.

Here are the full patch notes.

Hey folks:
We had a number of people run into difficulty due to recycling allowing them to demolish their chassis and/or mobility, which put them into an irrecoverable state. We have a fix for this, so we're going to go ahead and push a new build a little earlier than we usually do.

We are not wiping the database with this build, so you should be able to continue playing from wherever you were. However, there are a couple of known issues that we are introducing by doing this:

Old accounts will likely have missions show up as not completed that were previously completed and thus are no longer completeable. Similarly, some missions will not give rewards, even though they show as complete and having rewards. Some missions will be completed by other mission's triggers. You get the idea. Missions are going to be a little borked for a while.

Research/Manufacturing prerequisites may change on you. Something you had previously researched may no longer count as having been researched, requiring you to once again research that item in order to manufacture it or to research something that requires it as a prerequisite.

Existing robots may level up once or twice the first few times they kill monsters. Enjoy the power boost!

New accounts will not be affected by these changes. We feel that this is a preferable solution to wiping all accounts and forcing everyone to start over again, but if you feel that your account has been irreparably damaged by this, please send CM Emma an e-mail (eclarkson at tencentboston dotcom) requesting an account reset.

We're also pushing out some additional tweaks with this build:

More Complex Content
We've continued to add additional hazards and events to the complexes, including an entirely new environment with its own set of hostile robots. We really want to hear back from you on what scenes you like, love, or hate. Hold down the Tab key to see the scene code in the upper right of the screen (STXX_XXX_XXX, where X is a number) and report it to us on the forums.

UI Improvements
We've started to add stats to the end-of-complex screen, showing you what you have and haven't done. This is still a work-in-progress (more coming soon). We've also tweaked the mini-map to make it more usable, added a ton of icons to replace our favorite cupcakes, and added a placeholder loading screen with gameplay tips.

Loot Iteration
We've tweaked a lot of the drop values, so grenades should be more plentiful early in the game, components should be more plentiful in general, and there should be more variety of equipment in general. We continue to work on tweaking this; the next build should have crates and set-dress objects dropping resources much more frequently.

Music System Change
We've shifted our music to be streamed rather than pre-loaded. If you notice any scenes that do not have music playing in them, or any peculiar behavior from the music, please let us know.

Optimization
We've been cutting a lot of extraneous bits from our assets, so you should see better performance, both in download time and frame-rate.

Bug Fixes (if you see any of these, please let us know):

Respawning at the beginning of a complex no longer makes it look like you have no Robo-Bucks.

You can no longer destroy your equipped chassis or mobility.

Recycling an equipped item no longer causes other items to get recycled.

XP tooltips now show the correct value for XP required to next level.

Mines no longer have collision on them.

Tutorial steps now accept clicks anywhere on the item widget.

Resource bars now grow in appropriate proportions

Long player and item names no longer get corrupted.

Hard Drives are now properly localized (will give story loot soon!)

Flame emitter effect now pulses rather than playing only once.

The random purple Robo-Bucks icon no longer shows up in full-screen mode.

Building highlights no longer show up on top of crafted item icons.

Warehouse vault door now has an inside to it.

Entry and exit portal icons on the minimap now have the correct colors.

Players can no longer get a free respawn by refreshing their browsers.

Known issues:

Consumables and components show a level in inventory view, which they shouldn't, because the level doesn't matter. This may confuse people as the level line will be red if it's above your current robot's level, but you can still use them.

Cancel button doesn't work while a building is in the middle of building/upgrading/manufacturing.

Social functionality is not in yet (coming soon!).

"Instant" buttons for purchasing upgrades, research, and manufacturing are not working, yet.

Some monsters in the new areas will not aggro on you, no matter how much you shoot them in the face.

The screen darkening effect away from the center of the screen is too intense.

Components must be in the warehouse in order to be used for research/manufacturing.

Some minimaps are still flipped backwards.

The music and sound FX mute buttons are still not hooked to anything.

Some tutorial modules are still re-appearing after they have been completed (hit F1 to make them go away).

As always, we appreciate your feedback on any and all of these topics, as well as anything else that strikes you about the game, positive or negative. We really appreciate your taking the time to help us make the game better.

What do localized hard drives do? I only played for a little bit, and was able to 'use' them and they just disappeared.