Download from itch.io

Friday, December 30, 2016

30.12 Update

Hello, all. This week's update is even shorter than last's but, I have good news at least. As the holidays were last week, my focus was more on my family than progressing here, but I did manage to re-do a couple of animations to get them to read better and managed to get a asset-light way for poison/health regeneration down pat.
And most importantly, I have transferred the project to another computer and it works perfectly. So the problem is, indeed, with my original computer. At least for now, I will be working off from the other PC, but progress can now continue as scheduled.

I've not a screenshot to share this week, sadly, but there should be plenty of news next week. Until then...

-Lucas Cady
Project Director

Thursday, December 22, 2016

23.12 Update

Hello, all! Today's update isn't a game update, exactly, as I have been having trouble getting UE4 to do anything. Though, it seems that the problem may have something more to do with my processor and less to do with the engine itself. More testing is needed to verify anything certainly, but...
I have been working in blender for the majority of the week, creating new meshes for building, mostly. I have started the scythe weapon class, the first scythe has been finished and the idle is up and ready for import. More than anything though, I have been thinking about the game itself and theory-crafting ways to implement the game play elements that I have been thinking of this past week.
I want the game's ultimate goal to be up to the player. I loved the way that the stories were implemented in the game series Mount and Blade. The stories existed, but they didn't really get in the way of the game play, if that's not what you wanted. I have thusly decided that the player will not have to complete any “main” quest at all. All of the quests within the game will be side quests, as it were. Storylines will exists, of course; this, this, this, and that all moving forward, leading toward a conclusion, but that entry and ultimate conclusion will only exist if the player really wants them to. I'm not sure about you, but the main quest generally gets in my way more often than not; the quests are far too structured, they drag on and on, and they never quite seem to be as interesting as the minute-to-minute game play. I like the structured sandbox.
Advancement through the Ages will not be tied to any questline, but to the advancement of the players civilization. Well, the option will be tied to it. The player will be able to ultimately decide when they want to proceed through to the next Age.
I feel like I'm rambling, another long week of shitty retail-hell.
I've an example of the game play that I am trying to create in Project Myrsky. To the south of the player's home is a displaced civilization, the as-of-yet-unnamed lizard race. They've been driven from their ancestral home by the also-as-of-yet-unnamed lion race. The Lions are currently the dominant force within the continent of Goldwrath. Now, you, as the player, can decide to do absolutely nothing about that if that so tickles your fancy. But doing so, and advancing ages, may end up badly. Leaving the Lions to their own devices, they decide that they've enough problems already and do not feel the need to deal with the Lizards, knowing full well that they will want their lands back eventually. The Lions will eliminate them. That little Lizard encampment south of your burgeoning civilization will now be a Lion's war-camp. And if you leave it as it is after that, who knows?
Consequences. Choices and consequences. Cause and effect. That is what I really want this game to be about. I love those choices that have far reaching, unknowable consequences.
You've slain the Lion's chieftan, their cities but hot ash, along your travels you find a lone Lioness, carrying a babe. Her clothes are tattered and it seems she is malnourished. If you leave her as she is, she will likely starve, the child along with her. You could end her, spare them the slow death, or you could be merciful; you are the mighty Wind Carrier, after all. The world respects you, and watches you. This Lion child could be a powerful ally, but what of his children? Or his children's children? Only time and the Winds can tell.
Another aspect that I have been considering is that of diminishing belief. In the young years of Goldwrath, all know and revere the Wind Carrier, but as centuries roll on, it is hard for some groups to believe in him at all. Those that are touched by the Wind Carrier, those that are helped, those that are harmed, they know; and they won't forget. But those that are ignored? Unseen? Neglected? They will come to lose their faith, they will stray, their mages growing ever stronger by the day. Why do they need faith in a miracle so far away, when they themselves can do as the Wind Carrier is said to be able to.
Your people should come first, however. But, they needn't. If the needs of the wild call you, Wind Carrier, it is up to you to answer them. Who are those simple folk to stop you when Indariil needs its shaman?
Grandeur, I know. I have no delusion that this game will be an easy feat, nor do I believe that it can be accomplished by just me in any decent amount of time. This will be a long-running project, I don't know what I'll do with myself once it is finished. :p



As always, a couple of screen shot:
One of the aforementioned "buildings" that isn't really a building. I have no idea why I wanted to model a raft... but I did.


A single frame of the scythe idle. I assure you, however, that it does indeed move. :p


With Christmas just around the corner and UE4 not wanting to be a nice, little game engine and just work with me, the progress for next week will likely be minimal. I will work more in Blender, I am sure and work more on theory-crafting. I spend almost all my free time at work writing this little notebook that my wife bought for me at one point. It'll soon be full. :o

Something that I was working on and wanted to share. The aforementioned Lizards, their elder asks your help with a bit of an issue, not being entirely straightforward with their intent. She wants you to slay a pesky serpent that has been keeping her men away from a nearby grove that would provide enough wood for them to expand for generations. Should you slay the serpent, you may return to the elder for your reward, increasing your influence over them and opening yourself up to several more options. With the grove snake free, you can simply build your own lumber camp within it, effectively blocking the Lizards from its use, but giving your civilization the boosts from it. This will, of course, cause some animosity, but are your people more important to you than the Lizards? 
If you leave the camp unbuilt, at the begging of the next age, you will find that they have built their own camp, along with a massive expansion to their civilization. And now, you'll find it hard to expand anywhere south of your home, blocking yourself off from further advancement in that direction... unless of course you do something else about it... You could always just let them be, they certainly won't do anything to anger the Wind Carrier, even when their space begins to butt right up against yours, right?

Anywho, I can feel that damn sleep-fairy tugging at my eyelids; the little hoe. Until next week..

-Lucas Cady
Project Director

Friday, December 16, 2016

Pre-Alpha 1.34

 Bleh. This damn update has been impeding my progress instead of making it better. The update that I speak of being UE4.14. As of 4.14.1, the crashes are LESS frequent, but still occur much more frequently than they did in 4.13. Alas. We've still got a few things, nothing too major, as I said, I have been mostly fighting with the damn engine this past week. :/
It now seems that it is the details panel within the blueprint editor that has been causing the lion's share of crashes as of late. At least I have some idea what is doing it now.


Change log, 1.34


-Added the material node for stone
-Increased the length of civ building
-Updated some materials
-Added simple “follower” AI
-Updated a few particle effects
-Added about 8 animations for random NPC's (Blender was my friend this week :p)






Items Added:


-Harvester's Pouch, an accessory, it increases your civ's farming yield by a percentage




Cards Added:


-Unnamed upgrade to Shimmering Bubble, summons a metal shield that physically blocks anything headed your way for a time




Enemies Added:


None :/



And now something that our play tester actually suggested and has been waiting for with bated breath...


We have a combo system!


I have figured out the logic for melee combos, which, after some consideration, was a hell of a lot easier than I had been trying to make it (enumerators are OP.) The system works by cycling between several different “levels” of combo, each different attack, light and heavy, doing separate things and moving you to different levels through each attack.
An example:
Our simple spear, following with just light attacks, you will head down a relatively simple combo path, straight to level 4; 1,2,3,4. But, using heavies at one, cycles you to two, then two back to one. Effectively allowing you to spam a back and fourth attack, with a larger AoE. But the heavy attack also has a level 4 combo which is inaccessible by just using the heavy attack. One must, at the least use – LLLH, in order to access it.
The spear is a rather simple weapon. When we start talking about the heavy AoE scythes or the evasive daggers, things start to get a bit more interesting.

Anywho, screenshot time; most of them are from blender this week, as UE4 was being uncooperative with those as well.
The well that was added recently. Building it increases reproduction chance, as clear, easy-to-access water is one of those things that simply increases the chances of successful child birth and increases survivablity in general of a growing population... yes. :p I've the next dozen or so, wait, let me count quick...the next 13 town upgrades planned; most of them require new static meshes to be made, but I am excited about what it will become in the near future.

The harvester's pouch. Not super exciting, but I like it. 

The unnamed metal shield I spoke up eariler, the prop viewer works just fine, so that's where it came from. I like the effect that I got off from this one. Material functions too OP.

A cross-legged idle, probably only for NPC's. I have been playing Witcher 3 recently, and the shear number of animations in that game is staggering. They add such lovely ambiance to it as well. Expect more useless animations like that. I do so love a world with ambiance.

A wall-leaning idle, see above, ambiance and what not.

And another random idle animation.

Those along with about five others are waiting to get placed in the game. They import well enough, but when I start to try to play with Persona at all, which is UE4's animation editor, it starts to crash again. But, I am hopeful that by this time next week, the damn problem will be fixed. If it has not been, then I suppose I will have more animations and a ton more clothing to show off.
It especially blows since I have the next three days off and can nary work on actual gameplay at all.

Upcoming (hopefully):

If all works out and they get these bugs fixed:

 -Finish the combo system off, get it up and working completely for all the weapons already in the game
-Fix a loading problem that is proving annoying to pin down
-Lengthen the civ, add more cards, build more to the world


But, until next week,
-Lucas Cady
Project Director

Friday, December 9, 2016

Pre-Alpha 1.33

Hello all! This update is a couple hours later than usual, and I apologize for that. Apparently, I was so damn tired, that I fell asleep watching SaltyBets with my wife and one of my friends. But! There was a lot added this week in the way of logic, not so much in the way of physical things - all of which you'll be able to read in the change log. 


Change log, 1.33


-Added several static meshes
-Revamped the way that building spawning happens, allowing for many fewer problems to occur
-Increased the amount of civ building the player can do
-Fixed a couple dumb mistakes in the AI




Items Added:


None :(




Cards Added:


-Healing Motes, tier 2 upgrade of healing well, summons a swarm of healing spirits that heal the player and those near them, along with damaging enemies nearby
-Crystalline Barrage, tier 1, drops from the Crystalline Golem enemy, fires a line of crystal projectiles
-Crystalline Stream, tier 2 upgrade of Crystalline Barrage, fires a longer, faster barrage of projectiles
-Mana-laden Cloud, tier 1, spawns a quick rain shower that quickly regenerates the players mana, heals a percentage, thus remaining useful throughout the game




Enemies Added:


Haljuhurtta, an Aenahi, a canine class of supernatural creatures




We have an actual use for village upgrades!


Villagers will now do several things, depending on the type. All of them will increase your mana crystals, once per day, at dawn. This amount can be modified with various buildings that one can construct. Along with the aforementioned mana crystals, specialists will also produce one primary and one or more secondary material resources for the player.

Woodsman - Lumber and produce
Hunters - Hides
Miners - Stone and Clay
Farmers - Produce, hides, and clay


Along with the resources, they also have the chance to reproduce, either through finding lost settlers, aiding those in need, or the more traditional way *cough*.


We also have the Ages!


Well, okay, we have the logic for the ages. It just came to me one day while I was standing stocking Ocean Spray juice on an end-cap. And I had to quickly scrawl the idea on the sheet of paper that I had my new work schedule on with a very thick, very bleedy marker. But! I have tested the logic, and it works perfectly. It also doesn't leave a huge ass foot print like the idea I was toying with before.
So, to recap on that, moving through the Ages is now, technically, possible. It does nothing, and updates nothing, but it CAN happen. :p


Other news!


We've a writer that has contacted us with interest in working with us on this project. From what I have seen so far, he seems promising. I need to read through a few more of his works, and then probably give him a test assignment, but we may have a new member of our team soon! And taking anything off from my shoulders would be greatly welcomed.



In other news, I have upgraded to UE4 14.4... and the bastard seems to love crashing at random intervals – most usually in the particle editor. Random bit of my frustration, I suppose. 


And as always, screenshots! Not all of which were taken today in a hurry, because I couldn't do my pre-update work last night...
First up, the Haljuhurtta. I hate that particle system more than anything ever. The creature floats, leaving behind it a smog or haze.... I'll need to work on it quite a bit before I am happy with it. 

Just  a shot from behind your village at its current, final stages.


I completely forgot that his guy existed if you upgraded your village right, thus I needed to share. :p


A shot of the resource screen, with population increase and all.

I was trying to take a shot of that small group of villagers that spawn as an offshoot of your main area, but got attacked and then the day started, and the whole thing was just moderately amusing to me.
And because UE4 kept crashing when I tried, ugh, here is the current Lioness, in Blender.




Welp, that's all I have for this week. Each week, it feels like it gets bigger and better; I suppose that's how it's supposed to go, eh?

-Lucas Cady
Project Director

Friday, December 2, 2016

Pre-Alpha 1.32

Hello, all. I am here with my weekly update and change log. Not a whole bunch of interesting stuff was added this week. The most interesting being the Male and Female Lizard models finally getting updated. But, here's the log.

Change log, 1.32


-Updated the amount of grass that spawns, and added a small lily of the valley plant to the random grass spawns
-Finally added scalability options (oh what fun that was u.u)
-Got a new version of the game into the hands of that lazy, lazy play-tester :p
-Added a few images here and there
-Updated the shrines, making them more efficient
-Male and Female Lizard Models updated
-Fixed a few bugs with the upgrading system
-Added a few set pieces and various static meshes to the game


Items Added:


-Kuutar Set added: Amulet, Regalia, and hood. The set specializes in mana regen.


Cards Added:


-Ice Nova, the tier two upgrade of wall of ice, a delayed blast of frozen shards
-Crown of Ice, tier three upgrade of Bastion of ice
-Shimmering Bubble, tier one card, knocks back the first enemy to come into contact with it


Enemies Added:



-Feral Canine, a simple feral, canine enemy, tends to bite

Upcoming:

As I am probably going to leave the characters models just about as is until I can afford an upgrade to Maya, I will likely start work on adding more races to the game. Most likely Lions and some kind of cervine next. 
Over the past few days, I've been monkeying with the AI quite a bit, it seems to be working better, but only time, and play testing, will really tell. On that note, I've been working on getting summoned AI up and running too. So far everything works fine, minus the fact that the summoned AI loves to run off and get itself murdered. Though, I suppose that's how it always works, isn't it? :p
I've been thinking quite a bit about the actual mechanics for the PC to be able to influence the world around them, specifically, the other civilizations. I've come up with, what I believe to be, a clever system for dealing with it. But, then I ran into a snag. It seems that all the real boons that one could receive come from helping your neighbors, not hindering them. Some will find enough reason in disliking one group or another, but to me, that isn't enough. I've always tried to save as many as I could, unless I was roleplaying a dickhead. I'll be thinking about this for sometime, but I do love the idea of difficult decisions. 
So:
   -Iterate the skeletal mesh to another race, likely Lions
   -Continue adding cards, I failed to flesh out all the base cards as the task proved a bit more difficult than I had expected
   -Set up the basics for civilization helping/hindering
   -And, as always, just keep adding more stuff

I leave you, again, dear, readers, with a few screenshots. 

Just another random area from the world, South West from the player's home.


The heads of the lizards! The biggest differences in them are these. Being a non-mammalian race, it would have felt silly to give the females breasts. As such, the male is slightly larger in most aspects, has a shorter snout, and a bit of a dorsal ridge.



-Lucas Cady
Project Director