RABBIT & STEEL is a co-op action roguelike that recreates the essence of high-level MMO raiding in a randomized, simplified, bunny-sized package. Choose your class, gather your rabbit-eared companions and battle your way to the Moonlit Pinnacle!
Hello Rabbits,
I've made some progress on Mod Support; and have some other updates!
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First, some excellent news!
You can now purchase a Heavyblade Rabbit Plush!
(Assuming you didn't already get one by pledging before).
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https://www.makeship.com/products/heavyblade-rabbit-plushie
[i]From the raiding roguelike RABBIT & STEEL comes THE Rabbit with THE Steel! Features ribbons, rabbit ears, an innocent smile, and a giant sword that solves all of her problems.[/i]
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Available from now until the 20th of August! Be sure to pick one up!
If you pledged during the first campaign, you don't need to do anything further; your plush should already be on it's way. Check your email!
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I have been hard at work on mod support!
There have already been a few people in the Discord and elsewhere making mods for the game. Some mods have been simple character skins made by replacing files; others have been more complex affairs that directly change the game's code.
I'm working to make things a bit more simple and flexible, so that people can make certain "easy" modifications to the game, and have those modifications work online where they can.
I've put what I have so far on a public beta branch! It's accessable by right-clicking the game in your Steam listing, going into Properties > Betas, and selecting "modding-beta" from the dropdown.
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Note that the "modding-beta" branch can't play with the "default" branch, so if you're playing with others, be on the same branch!
Currently, the beta supports Animation mods and Loot item mods.
...And also currently, there's very little documentation about how it works. It's still very much a "beta".
Let me show off a few things though!
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First off, I made a menu that lets you enable and disable things from within the game. This won't work for mods that directly edit the game's code, but it will work for mods that use my systems.
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You're also now able to edit animations in the game, to a greater extent than before. Rather than replacing files within the game, you're able to specify what file an animation should use, and which frames are movement, attack, defeat, etc.. So, you don't have to stick rigidly to my sprite sheets anymore.
Though, animation mods will still only work locally; if you want others in your lobby to see your sick custom skin, they'll have to install the same mod.
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You can also now make custom items!
These will work online... sort of. Whoever picks up the item has to have the appropriate mod installed for the item to appear and function correctly. And, the game will spawn modded items based only off what the lobby's host has installed.
If one player doesn't have the mod installed, it'll look a bit like this:
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On the left, the host has the mod installed, so this item will work for them fine if they pick it up. On the right, a lobby member doesn't have it installed, so they just see a blank item, and picking it up will do nothing.
Theoretically, it should be possible to remake any item that's currently in the game, with a few exceptions (like Book of Cheats or Feathered Overcoat). ...But, again, very little documentation yet. It's a work in progress.
I'll be updating that in the [url=https://discord.gg/mns]Discord[/url] as I go, so if you want to get a jump-start on using the new stuff, or have any feedback, feel free to hop in.
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As for the DLC... I haven't done much yet!
I wrote down all the stuff I want to put in it, and did a few character sketches. That's kind of progress, I guess. Mostly I've just been working on the modding stuff.
Uh, yep, don't have much on that right now.
I'll try to get some sort of preview in the next post like this I make.
...That's all for now, see you next time! [url=https://www.makeship.com/products/heavyblade-rabbit-plushie]Buy a plush!![/url]