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I have to say though, even if it disappoints you a bit, as the programmer I'm rather pleased with myself that, although the game is written entirely in C++ using my own custom engine and no libraries (besides required ones like DirectX and such), no one has found any crazy clipping or level skipping glitches. I'm not claiming it was bug-free or anything, just look at the patch notes, but overall for having only a single programmer and no libraries or commercial engine I'd say it is pretty solid.
Well this is what worries me about spending a bunch of time dissecting/breaking this game for speedruns. Assuming it's possible to you break your engine, could you sit back and watch people do so after pouring so much time into making it? I'm pretty sure that would bother the crap out of me if I were in your shoes.
Good point, but fortunately I'm also a big fan of speed runs, which I think should be obvious by some of the decisions I made when designing the mechanics and levels. In fact, I even released a special version of the game especially for speed runners that unlocks "dev mode" to make it easier to find exploits and such, but only for Windows, and even made a little tutorial video for how to get it and how it works here:
https://youtu.be/vKaLFs0U_p4
So if the bug or glitch isn't negatively affecting non-speed-run players I can't see why I'd bother fixing it in Volgarr (though if it is an engine-level issue I'd probably fix it in the engine for any potential future games using said engine of course). And, considering how long the game has been out now I doubt anything discovered would be something that a normal player would accidentally run into and ruin their experience. Plus, being on multiple platforms now (Windows, Linux, Mac, XB1, PS4, Vita, Wii U, Switch, and even Dreamcast) releasing a patch for a bug affecting all platforms is a big pain in the butt...
Therefore, I will say now - if the bug is in any way useful to a speed runner, I will either A) not fix it (for THIS game) or, worst case, B) fix it but make an option to play with the glitch still in (like maybe turning on Speed Run HUD will automatically re-enable the glitch). You can call me out on it using this thread if I go back on that in the future. How's that?
Deal!
Without the roll spear the speedrun will lacks interest in my opinion, it makes it fast paced and technical without being something you can overuse. I always thought it was intended to be honest.
I don't mind obscure techniques to speed you up, especially tricky technical ones, but I would prefer if said technique doesn't make the game look silly to any random player that watches a speed run.
Things like rocket jumps and such make the character and player look awesome and make the speed run fun to watch for everyone, but things like side-hopping across a field or rolling everywhere or constantly back-dashing through the hallways looks silly, IMHO.
While the roll-spear isn't as ridiculous as dashing through levels backwards and other such things it still looks a little weird for this bulky barbarian guy to be doing somersaults to move quickly over flat terrain instead of just, you know, running or something. So I just wish I'd discovered it before release and maybe come up with something else that had the same effect but looked a bit less silly. All the other little tricks used in Volgarr speed runs just make the player and Volgarr himself look even more awesome than normal though (IMHO) so its no big deal, I just nitpick every little thing about my own work is all ;).
A run button would have been cool too. Maybe like in Super Mario where you just hold the attack button down to run.