Download from itch.io

Thursday, November 10, 2016

Hello to all those that have an interest at all! I am here to give you your weekly update on Project Myrsky, it's not quite Friday yet, but at least if I do it now, I can't forget tomorrow. It has technically gone through two small updates since my first post: from 1.2 to 1.21 and then to 1.22. That's only a technicality since our current play tester got a copy of the game AFTER I had posted my first post here. But!


Update Notes, 1.20 to 1.22


-Updated several world meshes
-Updated the tutorial map
-Added a widget that appears over the heads of interact-able NPC's
-Updated the drop charts for the Vulpine Cultist to include the items that are equipped on them
-The other foes will get similar treatment as soon as possible
-Updated the spear meshes to properly work with the current animation sets
-Updated the Kuutar Rockdancer's leap attack to properly display the particle effect and transport the Rockdancer to the player's location
-Nerfed the damage the Vulpine Cultist's fennoc fire does per second
-Added the "Warpaint" item class. Their main function is add survivability in the form of health or mana regen
-Added a description widget and simple descriptions to each of the current items
-Added the functionality to travel to different maps.
        -Currently the only map to be traveled to from the main over world is a small cave directly behind the player's house.
-Updated the female Vulpine mesh, hopefully for the last time
-Iteration to the male and other races should follow soon
-The lake and rivers south of the player start point can no longer be walked upon
-Added lily pads
-Updated attack speed animations for dagger and spears
-Added the throwing ax weapon class
-Lengthened the wait time for kneeling at shrines
-Fixed the barrier at the end of the tutorial as to no longer be traversable
-Lengthened the duration of the dialogue widgets all around
-Tutorial dialogue finally stops the player's movement as it should
-Fixed the chasm on the left side of the tutorial map that caused players to get stuck
-Added a simple explanation of the goal of the tutorial in a simple widget from the Elder at the top of the hill
-Fixed equipped item saving issues
-Pruned some out-of-date code
-Updated Vulpine Ritualist drop charts
-Changed several materials within the game to reflect how the material would actually deal with light in reality
-Updated the clothing class of equipment to include an inherent move speed bonus or penalty




Enemies Added:


-Added a new enemy class, the Crystalline Golem
-Added the Stumpy Steve enemy (name obviously pending change)
      -spawns minions, who, if alive once it dies, turn into consumables!
      -currently needs a bit of testing


Items Added:


-Dragon Bone Armor, dropped by the Vulpine Shamans
-Ritualist Red warpaint, dropped by the Vulpine Ritualists
-Deep Purple warpaint, to be dropped by Vulpine Shamans
-Blossoming Pink warpaint (currently unavailable, will be purchasable from Vulpine shops, however)
-Dagger of Crystallized Flame, dropped by the Crystalline Golem

-Added potions in the form of mushrooms, they currently heal about 15 health per use

Screenshots:

I figured I could also post a few more screen shots each week, or whenever the mood strikes me.

 The current design for the Kuutar village in the base age, along with a few new items.



A few screenshots from near the Vulpine village.


I figured since people would actually be seeing them now, I should do something that I had been putting off for a while. I re-did the eyes! They only come in blue for now, but the color will, of course, be choose-able at character creation.

These last two are a bit different. This is the current texture that is being used in our healing particle effects...


And this is texture that will be representing poisons! 

Both need a bit of updating, but the effects in game are infinitely more satisfying than the simple puffs that were there before.

This week:

     My plans for this week include, but are not limited to:

-Finally implementing the deck widgets into the game. As you have seen, the widgets for the hand are there, as is the choosing logic for the cards and dealing with the various effects that they can cause. 

-Adding eye-color functionality, not difficult, just tedious.

-Adding, at least one more creature type.

-Updating drop charts and adding more equipment to be dropped.

-Possibly re-implementing the shops that I had working in a previous version, but have since grown obsolete.


And that's all for the weekly.

-Lucas Cady
Project Director

No comments:

Post a Comment