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Monday, November 27, 2017

Wind Carrier; Demo 1.1.7

Hello all and holy crap.

That took much longer than it really needed to. I attempted to package and upload the project on Saturday, but there were tons of redirect errors after changing from UE4 4.14 to 4.18. I most of the day Saturday cleaning those up and other errors that needed to be fixed before it could be packaged. After cleaning all of those up, it still wouldn't packaged, so I decided to leave it for Sunday.
Sunday rolls around and I decide that the best course of action would be to migrate to a fresh project. I start that and it takes a couple of hours. Then I go to package it and there are two dozen more problems from migrating. I work all of those out and package again. It finally works! But, what is this? All of the damn widgets are the wrong size. So, I pack it up for the night and start fresh this morning.
And the widgets took far too long to fix and I had to fix an issue with it fullscreening itself and... goddamn. But, it is ready, finally. :p
I'm not entirely sure that what was accomplished this month was worth all of that but, here it is.

I didn't even record what I had done this week as most of it was attempting to fix another error with the cell shading pp effect. Turns out that it was just the damn fog actor screwing with it. :/
Also turns out that the cell shading screws with translucency and, thus, particle effects. I've a plan to change all of them into practical meshes, but that'll have to wait until we get everything ready and set up on the other end.

A reiteration, for the next two weeks to a month I will be inactive and no progress will be made. It really depends on how long it takes for the computer to reach its destination and how long until we can borrow a monitor.


Right, right!
I forgot all about this. 
Added: Merchant Cart
Allows random merchants to come and peddle their wares. 
Note: Random merchants will no longer spawn natively in the player's civilization. They will, however, continue to spawn elsewhere as before.


And then a couple of random screenshots!


Woo!

And that's that... my focus has been less on Wind Carrier and more on our impending move, so I apologize (mostly to myself, I guess) that neither my output nor my work have been the best as of late. I really look forward to being able to actually get back to working on Wind Carrier like it should be. 

I will likely update the blog once I first get access to a computer, whether mine or someone else's.

So, until next time,


-Lucas Cady
Project Director

Saturday, November 18, 2017

Wind Carrier; Pre-Alpha 1.83

Hello all!

This week should have been a build week, but I'm going to push it off until next week. My reasoning for this is because after next week, the blog, and anything Wind Carrier related, will be taking a hiatus that will last somewhere from two to three weeks.
Monday the 27th, my work computer will be wrapped up and in transit to our apartment in Finland, which will make working on it rather difficult. :p

But! Worry not! As there will be one final build before that whole thing commences and that will be next Saturday.

Regularly scheduled work and builds will continue after that.

So, onto the, still short, changelog!




Changelog, 1.83


-Finished the female Lizard mesh


Player Updates:

-Nerfed health and mana regen growth from .5/level to .25/level

Quest Updates:

-Added the quest, Put to Death


As I said, I managed to finish the quest that was in the works, along with the minor changes that needed to be done to the Lizard female mesh before it was actually ready. All that needs to be done for the actual race to be implemented (other than 10.000 things) is to finish up the male, which is in the works, and re-implement the race choice at the beginning!  
I'm fairly excited about that.
Along with the aforementioned, I also started work on a few weapons with physics based components - partially because I wanted to know exactly how all of it worked, because I like dangly bits, personally.

Anywho, screenshots!


The start of Put to Death



The Lizard female and one of the aforementioned weapons.
Note: I did, indeed, notice that the eyes need to be rotated. :/


And that's all for this week. I feel like I need to rework the grass again. >.>
Just a random thought. :/

Anywho, until next time,



-Lucas Cady
Project Director

Sunday, November 12, 2017

Wind Carrier; Status Update

Hello all!

Again I am late, but at least I wasn't actually home much yesterday. :p

Amongst the impending move and my mother coming up to visit, I hadn't a ton of time for work this past week. As such I am not changing the game version at all, and simply explaining what I was working on.

I am just about finished adding the female Lizard back in - the only problem that I can see is there is a bit of a UV problem on her left cheek. She should be sorted out this week; time permitting.

I also worked on a new quest this week. The only thing that needs to be finalized for that is the actual quest dialogue, then that should be good to go.

I also made a few minor alterations to leveling and fixed a couple bugs; all of which will find themselves in the next changelog, which will be next week at the normal, scheduled time.


Until then,


-Lucas Cady
Project Director

Saturday, November 4, 2017

Wind Carrier; Pre-Alpha 1.82

Hello all!

Another week, another update - this time a bit bigger than last, but still not huge. :/



Changelog, 1.82

-Finished up the new post processing effect

-Added something that should have been there a long time ago - Wind :p


Player Updates:

-Nerfed Spear H Combo 3 multiplier from 1.45 to 1.25

-Nerfed Dagger H Combo 2 multiplier from 2 to 1.35

-Combo now decays back to 1 after 3 seconds of inactivity

-Decreased the lifespan of Scythe Combo 1's regeneration from 5 secs to 3 secs (from 30% of damage healed to 18% of damage healed)



Item Updates:

-Added the Wind Scarf accessory, craftable from Haljuhurtta parts


Bug Fixes:

-fixed a bug where, when weapon swapped, the weapon being unequipped would be duplicated




All I have is this one screenshot! D:
But, it illustrates the completed shader (at night) and the wind that now blows as wind does.


Until next time,


-Lucas Cady
Project Director

Saturday, October 28, 2017

Wind Carrier; Pre-Alpha 1.81

Hello all!

I'm going to omit the normal format for this week because there is only one real update, but it's a big one.
Oh! I am also sick, again, because of co-worker negligence, again. So, excuse me if anything that I say is a little less than coherent.

Note: Ignore the sky!

I guess there were actually around three~ changes which all are illustrated here, at least a bit. 

  1. I changed the way that weapons equip to the body. Originally, they were done through skeletal meshes, but now they are simply statics which are attached to sockets. This was done mainly with bows (and other things which must move) in mind. It also allows for weapons to be visible on the body while not actively equipped. 
  2. Another post processing effect. The shader itself is almost done, save its effects on the sky. I was working on the mostly yesterday and hadn't gotten around to it. Expect the completed shader by next week.
  3. And finally, we upgraded to UE4 4.18! Woo! The only reason I did this is because UE4 now has its own clothing tool integrated straight into the engine! Which means soft things, like the leaves on A TreeCleaver can flop around as they should! Which can kinda be seen here. Kinda. 
And that's it! At least I got important things done this week I say to myself. Now next week, I should actually be able to get A Poisoner's Paradise working along with maybe adding the bow weapon class. 

Anywho!

Until next time, 


-Lucas Cady
Project Director

Saturday, October 21, 2017

Wind Carrier; Pre-Alpha 1.80, Demo 1.1.6

Hello all!

Our newest build is up at the usual place. And as always, can be found from that rather blocky widget up there at the top of the page.

This week I have literally two changes. Well, probably more than that, but I only recorded two changes in the changelog. So, lets get that over with. u.u


Changelog, 1.80


Player Updates:

-The player now can name themselves!


Quests Added:

-Re-added the quest The Missing Mate


Woo! Wasn't that just a trip?

The only reason the naming thing was added this week was because one of our playtesters mentioned something about it and I was like, "Oh, right." And thus this change came to pass. 

Coming Up:

Hopefully more than this week. This week the wife and I were quite busy doing this and that in preparation of our move. I managed to make a few tiny props in blender, but each time got to the texturing part and then remembered, right, I don't have a functioning tablet. But, yeah. 

Until next time u.u


-Lucas Cady
Project Director

Saturday, October 14, 2017

Wind Carrier; Pre-Alpha 1.79

Hello all and welcome to another update!

There are more changes this week than I expected there to be. >.>
I made a few changes, which are still in testing, to the way that influence works. I did that mostly because it felt too static to me, I suppose and I wanted to add something to it.

Along with that, I began work on a new dynamic dream. :p
I haven't worked on any new animations, skeletal or static meshes, or any new textures for it yet, but that actual map and most of the boss AI is worked out already.

Anywho, onto the changelog!

Changelog, 1.79

-Influnce levels now fluctuate randomly on each day (TESTING)

-Added a new type of spawner, an influnce spawner

-These spawners are a guarenteed spawn and the creature/enemy type is based on the prosperity levels of the civilization that they overlap with

Ex. At the 'Prosperous' level, within a Vulpine city, an influnce spawner will spawn a Vulpine Sundrinker, however, at the 'Destitute' level, within the same Vulpine city, it will spawn a Lizard Spearman

-The player can no longer build in dreams


Player Updates:

-The player can now have a two weapons equipped at the same time

-by pressing 'Q' the Wind Carrier will switch between their first and secondary weapons

-to equip a secondary, the Wind Carrier will need to use the 'Equip Second' button in the inventory


Enemy Updates:

-Re-added the Vulpine Poisondrinker which was inexplicably missing >.>

-A Crazed Cleric

-Increased the delay after Vine Shot from between .5 and 1.25 to between 1 and 1.5


Dream Updates:

-An Earthen Sky

-Added a camera showing the location of the teleporter after all the necessary enemies have been killed

-Added a few more props

-Added a single, lonely loot crystal

-Adjusted the landscape to work better for what I had intended

-A Poisoner's Paradise

-Another dynamic dream, not quite ready, but I have been working diligently to get this one worked out as well

-Drops from Vulpine Poisondrinkers


Bug Fixes:

-Fixed a bug where the dodge/tumble would double dodge/tumble the very first time that it would be used on any given map

-Fixed a bug where equipping a weapon over another would have the first weapon unequipped twice

-Fixed the bug where at the end of A Ritualist's Respite, the reward widget did not spawn correctly


Coming Up:

Seeing as there isn't a huge amount of work for APP (A Poisoner's Paradise,) that'll probably get done during this next week. I'm thinking that the boss, who is still nameless, will be an archer. Which means I should have most of the assets to add the 'bow' weapon class after this is completed. I'm also feeling like the unique drop for this one is going to be our first legendary card!

Legendary cards only have one upgrade track and only a single version of them can exist in the game at any given time!
I suppose with that I'll need to add a way to get legendaries back that have been destroyed or lost, probably from shrines.

Anywho, screenshot!


Just a shot of some of the changes to An Earthen Sky. I just realized that it doesn't have any clouds. >.>


And that's all that I have for this week. 
Until next time,


-Lucas Cady
Project Director

Saturday, October 7, 2017

Wind Carrier; Pre-Alpha 1.78

Hello all!

Welcome to the first technically on time Saturday update! Woo!

First of all, the changelog this week is probably the smallest that it has ever been, but that has a reason. The wife and I are planning on moving back to, how did I put it? The ancient and mystical land of Finland? Something like that. We've been working on that as of late, getting everything arranged and what-not; so the updates will likely be rather sparse for a while. I, however, do intend to continue to post an update every Saturday as to update you on Wind Carrier's status.

But, the changelog! No matter how small it is. >.>


Change log, 1.78

-Dynamic Dreams can now spawn

-Changed the mesh for A Crazed Cleric's vineshot from the lavaleaf to its own, new mesh

-Quest saving/loading is indeed fixed!

Quests Added:


-Updated The Begining to require two standard yurts, as opposed to an upgraded home

-Re-added Tho-To and, thus, this quest

Bug Fixes:

-fixed some bugs within the dream waking logic


Note: Twice while formatting the blog did I accidentally press ctrl+V instead of ctrl+b. *cough*


Coming up:

As I mentioned, not a lot is likely for a bit. I will continue to work and release monthly updates, but I cannot guarantee that they are going to be super exciting. Though, they always could be, because sometimes I just get an idea in my head and I can't rest until it is out there in the world.

I HAVE been working on that creature that was mentioned some time ago along with another that the wife was super excited to see. Neither of which are even ready for import into the engine, let alone ready for anyone to see.

But! I do have a single, lonely screenshot of the new bramble!


Lonely bramble :(
The actual material was done using a high contrast voronoi noise heightmap as the alpha between two different colours. I like how it turned out, especially since it was entirely generated within UE4!
Note: I'm not sure what is going on with the landscape in the background. I noticed it as I was taking the screenshot, but I didn't have any idea what was going on with it. I think it may have to do with the fresnel effect on the dirt portion of the landscape, but I can't be sure. I do, however, know that it doesn't do that in the map proper. 

Anywho, that's all I got. I'll keep ya'll (>.>) posted on Wind Carrier's progress as per usual. 

Until next time,


-Lucas Cady
Project Director

Saturday, September 30, 2017

Wind Carrier; Pre-Alpha 1.77

Hello all!

I guess with my current schedule, this should be an early Saturday update instead of a late Friday update. :p

Anywho, this week I mainly working on getting A Ritualist's Respite up and running... which it is! The only thing left to do is actually add the logic to the enemy class that allows it to spawn; which should only take about 5 minutes, but I couldn't fit it in this week which is rather absurd when you think about it, but I suppose that that isn't the point.

Proof of concept and alliteration, woo!

To the changelog!



Change log, 1.77

-Added a widget to the end of dreams, informing on: experience, mana crystals, influence, and items

-Added the dynamic dream, A Ritualist's Respite

-Added a new crystal type, the white crystal, which acts just like a treasure chest

-It requires testing, but I may or may not have accidentally stumbled upon the solution to the quest saving bug?!

Note: I just noticed and fixed what seemed to be the problem with the quest saving system yesterday, so I have yet to test it. I should have a definite answer on whether or not it was fixed by next week. 

Item Updates:

-Added the weapon, A TreeCleaver, a scythe and the unique reward for ARR


Card Updates:

-Finally fixed Thunder Egg so that it doesn't 1 hit everything. >.>


Enemy Updates:

-A Traitorous Witch should now have the proper amount of health

-Can now drop Soul Crystals in addition to Sortien's Fate

-Added A Crazed Cleric, the boss of A Ritualist's Respite


Bug Fixes:

-fixed a bug where the fliers in An Earthen Sky didn't have proper collision with the landscape

-fixed some floating grass

-fixed a bug where dream completion wasn't being saved properly

-fixed a bug where dropped building items wouldn't spawn with the proper mesh

Coming Up:

Aside from actually adding ARR to the game, I will make sure that the quest system is actually fixed and if it is, then I can start rolling out more quests as well as updating the few that I have already. I've a new, more efficient, system for quest objectives and such in mind, so that should be worked on as well.
I am quite hopeful that it actually got fixed. >.>

Screen shots!

A Ritualist's Respite
Centered around a massive, blooming lavaleaf plant, the dream revolves around climbing the plant to its apex a defeating it's patron inside.


A Crazed Cleric
A manifestation of the chaos that unchecked lavaleaf use can do, A Crazed Cleric has long since been blind. He stares far off into the cosmos, watching and waiting for something that will certainly come for him.

And the aforementioned crystal. Pick it up and it drops loot! 
PS: I need to make a lavaleaf texture that will look good large. >.>



And that's all I got for this week.

Until next time,


-Lucas Cady
Project Director

Saturday, September 23, 2017

Wind Carrier; Pre-Alpha 1.76, Demo 1.1.5

Hello all!

Build day is upon us and has been since yesterday, I just didn't manage to get the blog up!
The new build can be found here or from the widget at the top of the page.

Anywho, changelog time!

Change log, 1.76

-Updated the enemy Ai a bit

-Added two dozen wandering ally spawns; note: wandering allies can be killed by enemies

-fixed some map tears

-Lowered the maximum sell price for resources from 20/unit to 15/unit

-Decreased day length from 10 min to 6 min

-lumber trees, mining nodes, and mana crystals all leave remnants behind after collection

-finished adding meshes back to mesh-less NPCs and enemies


Player Updates:


-can now double click to use items from the inventory


Bug Fixes:


-fixed a bug where the Gruesome Trophy building was displaying the Basic Yurt building's properties

-fixed a bug where building's that the player started with wouldn't properly apply their stat boosts

-fixed a bug where the finisher widget would occasionally stay on the screen

-fixed a bug in the stat tool-tip where the damage was incorrectly shown when comparing items

-fixed a bunch of floating objects

-fixed a bug where bee hive trees would allow the player to gather wood from the more than once


Coming Up:

I've been toying around with an idea for our first dynamic dream, probably boringly named A Ritualist's Dream, or, if I'm feeling the alliteration, A Ritualist's Respite. I've the boss just about mapped out, his animations are done for the most part as are his attacks. I just need to actually hash out the dungeon bit of it. I'm thinking a bit of a puzzle entwined with this one, but no one quite knows what I'll do. :p

I've only one screenie for this week, the broken meshes.


I just put them all together, since they're almost the same thing. >.> But, yes, broken things.

I also have this banner, I guess, so you can see that too. :p


And that's all I have for this week. The build changelog over on the itch.io page should be updated here soon, I just need to compile all the info and put it there. But, anywho...

Until next time,

-Lucas Cady
Project Director

Saturday, September 16, 2017

Wind Carrier; Pre-Alpha 1.75

Hello all, late again!

Another week with a small number of changes, but the changes that were made were massive; as far as I'm concerned, at least. :p

But, to the changelog!

Change log, 1.75

-Adjusted the visuals via a post processing volume and quite a bit of work on the landscape material

-I have noticed a large number of NPC's/enemies have lost their meshes entirely. I believe this was caused by an earlier information loss, which has been fixed, but the meshes were never reassigned. I have been working on correcting this problem, but many are still without their meshes...

-Added a wandering ally class which will increase the player's civ's population if saved


Card Updates:


-Fixed the cards: Fennoc Breath, Fennoc Meteor, and Hummingbird Sprite

-each were entirely empty, one of UE4's regular shenaigans


Enemy Updates:

-Dragonbone Shaman

­ -Added an internal cooldown to their summons


Bug Fixes:

-Fixed a rare bug where if the player gained enough xp to level as they were dying, their would gain full health and still die


I know, right?
Full disclosure, I used UE4's Stylized Rendering showcase as a guide and modified it to work for me. The landscape material itself isn't quite finished yet and the pp volume needs to be adjusted for shadows, but I love the new look.

A second screenshot, because, why not?

And that's all I have for this week. A little late, but a lot worth it, if I do say so myself. :p

Until next time, which will also be a new demo week,


-Lucas Cady
Project Director


Friday, September 8, 2017

Wind Carrier; Pre-Alpha 1.74

Hello all! (and on time too!)


Got some moderate fixes and a bit of iteration this week. Nothing super-duper exciting, but that could be because I can't really feel super-duper excited right now since I can barely keep my eyes open. :p

Anywho, changelog, ho!



Change log, 1.74


-Removed the nameless creature from right near the player spawn u.u

-Fixed the Earth Rain spell (the ambient spell cast within An Earthen Sky)

-Flattened out some of the landscapes a bit, allowing for easier building

-Adjusted building area collision to be more consistent

-Added which appears when the Wind Carrier is near a creature which is stunned

-Added a new skill, Crystallize, which used by pressing 'Q' near a stunned enemy



Enemy Updates:

-Unnamed Earth Creature

-Added a bite and a slam attack

-Worked on the mesh a bit

-Fixed a bug where it could attack continuously


Building Updates


-Added the Farmland building, craftable

-the farmer begins play with one of these

-Added the Small Flower Garden building

-Added the Miner's Yurt building, craftable

-Added the Decorative Mana Crystal building

-Added the Sortien's Fate building

-drops from A Traitorous Witch


Bug Fixes:

-Fixed some UI issues within the building management widget

-Fixed a bug where Healing Well wasn't healing but dealing damage

-Fixed a broken texture on the Ilhkor'sei's eye

Coming Up:

Not super sure, as has been the case as of late. I really wish that my tablet pen hadn't broken as that keeps me from being able to create new textures very efficiently. I've got an armor set all done and ready to be implemented, the Earthcrusher Armor; which is generally only found on Leonen, but A Traitorous Witch was given a set in exchange and the knowledge that comes with it in exchange for her lover.

...

Right! But I said that because the armor mesh itself is done and everything, I just can't texture it properly just yet sans pen. She is currently wearing the female Earthcrusher Armor, but it looks far too shiny and far too little like pumice. >.>

But something is coming up, probably, most definitely.

Screenies!


I'm trying something new because I do such silly things on occasion. This here is a spotlight of the Decorative Mana Crystal building. I like the aesthetic of it. At least for now all new things will be highlighted like this. 

Side note: The actual level where this will take place is called 'Spotlight.' This amuses me greatly.


The Farmland building. I intent to add more veggies to it eventually. >.>


Miner's Yurt


Small Lily Garden


Sortien's Fate

Note: The poor fellow whose skull is impaled by a sapling is Sortien. 


I certainly like the way that this looks. I'm more pleased with myself than I should be, but tired. 

Anywho, until next time...


-Lucas Cady
Project Director

Saturday, September 2, 2017

Wind Carrier; Demo hotfix 1.1.4.1

Hello all!

As I said yesterday, I released a hotfix to fix the continue button issue that several people had informed me of. It can be found here; as per usual. The tiny changelog will follow.


Hofix 1.1.4.1 Changelog

-Removed the cluster of NPC's at the base of the starting hill :p

-Added the dream An Earthen Sky,

-Can be found at: X 65856, Y 39726, Z -1551

        -Within the dream are two new creatures and a boss sjjenä, A Traitorous Witch.

Player Updates:

-Increased the max camera distance from 1000uu to 1500uu

-Increased the camera zoom speed


Bug Fixes:

-Fixed the bug where the game wouldn't let a player use the 'Continue' button


Note : The dream, An Earthen Sky, is quite difficult, attempt at your own risk.

The entrance to An Earthen Sky

And that's all I've got. 

Until next time,


-Lucas Cady
Project Director

Friday, September 1, 2017

A Quickie!

Hello all!

Here's a quick update to say that I won't be doing a proper update today. :p

I've corrected a huge bug and as such am releasing a kinda-hotfix tomorrow. Some of you may have noticed the bug in question - the inability to use the continue button. Not quite sure how it got itself broken, but I fixed it all the same.

If everything works out perfectly, the hotfix for tomorrow should also include the first dream: An Earthen Sky. If not, then the next proper build certainly will. :p

Until tomorrow,

-Lucas Cady
Project Director

Friday, August 25, 2017

Wind Carrier; Pre-Alpha 1.72, Demo 1.1.4

Hello all!

Today is our monthly build day. Woo. :p

The newest build, 1.1.4, can be found here:

https://cloudsofglassgames.itch.io/wind-carrier

as per usual. You can also download our demo by clicking the little thing up at the top of each and every page. :p

This week was a bit busy in terms of real-life crap, but I did manage to get a few important things done.

To the changelog!




Change log, 1.72


-Updated the spawning logic for buildings that have an extra NPC

-Updated collision for spawners and buildings and other such things to decrease the number of collisions that need to be calculated

-Updated follower logic a bit

-Added the ability for random civilians to spawn


Building Updates:


-Added the Dyer's Table building, craftable

-the Merchant path begins play with one


Bug Fixes:


-Fixed a few tooltip errors

-Fixed a few bugs within the new building management system

Coming Up:

I've not the faintest clue. :p
Something, I'm sure, but what it'll be; no one knows. 

And onto the screenshots, none of which were taken with any purpose, just random screenshots for the itch.io page. :p







And that's all I've got. 
Other than mild back pain.

Until next time!


-Lucas Cady
Project Director

Saturday, August 19, 2017

Wind Carrier; Pre-Alpha 1.71

(Another) late hello!

I've had another busy non-game related week this week; between sicknesses and personal problems, it was packed. >.>

I did manage to get some important things done this week; however nothing from the 'coming up' list from last week. :p

To the (short) changelog!


Change log, 1.71


-Building management can now be done, en-mass, from the home building

-Implemented 'dungeon' logic


Bug Fixes:


-Fixed collision on a few meshes which didn't have it; namely the new rocks and the fallen log

-Fixed a bug where the inventory wouldn't properly dump when starting a new game


Yeah, I think that's the shortest in history. u.u

Coming Up:

The only functionality that the building management system lacks currently is the ability to place new buildings; I will likely add that this coming week. Aside from that, I've really no idea. I've a huge archive of notes and ideas which I really should start working through. Hopefully I will. :p

And onto screenies!

'Building Work', right there below 'Civic work' and right above 'pick up.' :p


Clicking the aforementioned will bring you here, with our nice cursor and particle system that are both very difficult to see in the fog. >.>
But, the way it works is mainly with the mouse. Left clicking picks a building up, A and D rotate it, right clicking while carrying a building will put it back in its original place, and left clicking again while carrying a building will place it in its new place. Right clicking on a building without carrying one will place it back in your inventory.
It's really quite intuitive once you get your hands on it.

Oh! And once hovered, you can see the stats that a building provides for you civ and/or you, along with a description, it's name, and a picture which we'll need to draw 1000 of. :p

Dungeons will be dealt with in Wind Carrier through dream portals. Dreams, as they are called, are located on the sites where something has changed a soul, either positively or negatively. 
Dreams will reward the Wind Carrier with items, experience, and influence. Each of them will also have a unique reward, which can only be gained once. 
Be wary when leaving a dream, however, as their ethereal nature keeps them from remaining exactly the same each time and leaving and re-entering a dream will reset everything within it other than the unique reward. 

And here's just a random shot within a test-dream/test-level from our play tester, Chris. I really like the damn crystalline scythe. >.>


Anywho, that's all that I have for this week folks. 

Next week will be a build week and hopefully it'll happen on Friday like it is supposed to. :p

Until next time...


-Lucas Cady
Project Director


Saturday, August 12, 2017

Wind Carrier; Pre-Alpha 1.7

Hello all!

I completely spaced! :D

I didn't go to work yesterday and I guess I just forgot about this work as well. :p

Anywho, as far a sheer number of things that were added this week, there aren't that many, but the things that were added are rather significant, indeed.

To the changelog!


Change log, 1.7

-Made ranged combat a thing!

-Reimplimented the Throwing Ax weapon class


Item Updates:

-Readded Primitive Throwing Ax, craftable

-Added Crystalline Throwing Ax, craftable


Card Updates:

-Hummingbird Sprite

-Increased movement speed from 600 to 800

-Increased healing per second from .5 to 1


Enemy Updates:

-Tripled the range in which killing an enemy has an effect on influence

-Added the Vulpine Sundrinker enemy


Bug Fixes:

-Fixed camera collision with the ground


Coming Up:

The Sundrinker was not the creature that I had previously mentioned, since, yeah, all it required was a new weapon, mask, and animation set. The other creature is still steadily becoming a reality and I'll release information about it as the time gets closer. But, for next week:

-I will continue to work on the aforementioned creature

-The haljuhurtta vest needs to be re-added along with an accessory crafted from haljuhurtta parts that never quite made it before the mesh change

-I'm half toying with the idea of working on the Lizard mesh and idle. >.>

The Crystalline Throwing Ax, along with the Vulpine idle.

Now, by holding the left mouse button, the Wind Carrier can charge up the damage of ranged weapons by up to 3 times the normal damage.

Holding the caps lock button zooms the action in, granting a targeting reticle and a damage boost. The Wind Carrier's movement is hampered however.

The Vulpine Sundrinker.
There are those amongst even the Vulpine that try to shun death. These Vulpine believe that Li'Kuntu, he who is made of feather and bone, stalks the darkness, devouring those who are to become one with his flock. He is said to be able to take those who simply perceive darkness through the simple act of sleep. Whether this belief is true or not, it has given rise to a cast of Vulpine who are fearful of, or indignant toward, Li'Kuntu.
The sundrinker begins their macabre transformation by removing their eyelids and, through an alchemical process, transform their eyes into glass. 
Each sundrinker is different, some looking more natural than others, but often their fur is singed from staying far too close to open flames. Dehydration often runs rampant among their ranks as well, oftentimes giving them a gaunt appearance. Most carry fire at all times, though there exist those we have gained the powers of a shaman, radiating their own sinister glow. 


And that's that, folks!
Until next time.


-Lucas Cady
Project Director

Friday, August 4, 2017

Wind Carrier; Pre-Alpha 1.69

Hello all!

Got a bunch of additions for this week along with some fixes and what-not. I wanted to give the player some way to upgrade their equipment as it felt like it was lacking, you could only make the starting equipment before and that wasn't really that exciting. :p

So I added a full compliment of crystalline weapons along with a new armor set.

I also added a couple new buildings, one of which took me almost 4 hours to get set up simply because it has sooo many buttons. >.>

Anywho, changelog..


Change log, 1.69


-Items which cannot be used can now be broken down like everything else

-Updated the random merchant's possible sell item list

-Updated deck buttons to work only on click

-Added weather! Sunny, Rainy, and foggy!


Player Updates:

-Different paths now spawn different starting buildings

-Adjusted the PC tick to be stable

-Updated the starting equipment of the mercenary to include the Vulpine Garb as opposed to the loincloth

Item Updates:

-Added Hardwood crafting material, dropped rarely from normal saplings

-Added Massive Mana Crystal crafting material, dropped rarely from normal mana crystals

-Added Crystalline Dagger, craftable

-Added Crystalline Scythe, craftable

-Added Crystalline Spear, craftable

-Added Vulpine Garb, craftable


Card Updates:


-Healing Well

-fixed a few bugs with the card which caused it to not spawn properly

Enemy Updates:

-Dragonbone Shaman

-lowered the damage of Thunder Egg from 70 to 45

-Ilhkor'sei

-increased influence gain from .2 to 1.5

-fixed a bug where it's stunned health percent was 50% instead of the intended 5%


Building Updates:

-Basic Shrine

-lowered civ cost from 12 to 6

-Covered Shrine

-lowered civ cost from 18 to 12

-Added the Trading Post building, craftable

-allows the Wind Carrier to buy resources with mana crystals, the price varies by day

-Added the Gruesome Trophy building, the first building which can only be obtained from drops


Bug Fixes:

-Fixed the visibility of a few collision volumes

-Fixed a bug where Alacrity and Crit Chance weren't showing up properly in the stat widget

-Fixed a few other issues with the stat widget

-Fixed a bunch of map tears and floating objects


Coming Up:

Well, I failed finally. :p
I had a nice two week run of getting everything done that I set out to do here, but this week I finally broke it and didn't touch anything that I thought I would for this week. >.>
Soo, for next week:

-we've got a new creature a'brewin', I'll be working on that a bit, it's unlikely that it'll be done, but it's a'comin'
-of course the damn throwing ax needs to be done >.> along with more sounds and what-not

Anywho, screenshots before I distract myself...


The female....

and male variants of the Vulpine Garb.

A bit of fog, just a bit. :p
Along with a light that doesn't want to properly radiate outward.


The trading post. Our playtester, Chris, mentioned it time after time after time that he thought that there should be a trading post where you could sell your resources that you didn't need along with purchasing those that you lacked. It was always planned, but his incessant nagging is what brought it to be so soon.


And that's all I have for this week. 
I will note that it is oddly satisfying to fix all of the problems that Chris brings up. All I do of my own volition is add and add, he forces me to go back and fix everything that isn't quite right. He isn't the only one that we have, just the most active. 
Anywho, until next time.


-Lucas Cady
Project Director




Friday, July 28, 2017

Wind Carrier; Pre-Alpha 1.68, Demo 1.1.3

Hello all!

I have fixed all of the bugs which were causing crashing in the previous version; or at least all of those that I knew about.
And the newest not-so-hotfix can be found here:

https://cloudsofglassgames.itch.io/wind-carrier


I have been less than super productive this week, but we do have a few noteworthy changes within the changelog.
I'm less talkative than usual it seems as I cannot think of anything else to say other than:
To the changelog!


Changelog, 1.68


-Added the Wild Carrots material node, produce

-Updated the Fennoc Breath particle system

-Updated the way that random encounters spawn

-Updated most buttons to work 'on hovered' as opposed to 'on click'

-Updated the follower AI to work more consistently

-Updated the game over screen

-Time of day now saves and the nights look a bit more night-like (I'm finally happy with how they look!)

-Added footsteps!


Enemy Updates:


-Increased the chance that creatures that drop loot will also drop materials from 25% to 33%

-Fixed a bug where creatures that couldn't drop anything other than mana crystals and materials wouldn't drop anything at all

-Item drops now spawn slightly above the landscape impact point, minimizing item loss due to clipping

-The 'Stunned' particle system will no longer spawn if a creature is dead already

-Faithless Hound

-Bite attack now does damage properly

-Adjusted hide drop from 2-5 to 1-7


Building Updates


-Added the builder's workbench

-spawns a builder with it

-craftable at all crafting stations

Coming Up:

This is weird. Again I have done everything that I said that I would from last week's post. If this is any indication, I should be looking into ranged combat for next week along with working on the sounds that our sound engineer has been providing. I've also half started composing a main theme for Wind Carrier; only the main verse is finished as of yet, but the layout for the rest has been mostly mapped - but that is an on the horizon thing. 
Next week will also likely include a bunch more bug fixes as our play tester will be coming back from his family vacation soon - amusingly it coincided almost perfectly with his starting date. :p

Anywho, screenshots!


Just a nice scene, I'unno... good enough for me to want to capture it. :p

The reworked Ritual Rose warpaint... which I failed to note anywhere within the changelog. This seems to be becoming a habit of sorts. 



And that's all I have for this week, I hope you enjoy our not-so-hotfix.

Until next week


-Lucas Cady
Project Director

Saturday, July 22, 2017

Wind Carrier; Pre-Alpha 1.67

Hello all, late again. :p

I had intended to release a hotfix of sorts yesterday, but I couldn't figure out the problem in question. It's a bug that causes the game to crash on load whenever one of the random merchants spawn outside of the world bounds. It doesn't seem to happen on all computers, since the other computer we have doesn't experience it at all, but about half of the time the game crashes on startup here.
I may just disable random merchants for the time being and release the fix next week if I cannot figure it out.

Other than that, though, we've got quite a few other fixes along with some reworks below for this week.

And we also added a new team member earlier this week. A lot of the fixes can be attributed to him finding them.

Oh, and I finally *actually* fixed the collision. Like, I am 100% certain that it works this time. >.>

Anywho, changelog.


Change log, 1.67

-Added a new team member! Welcome Chris Pelz, playtester.

-Replaced a whole host of incorrect meshes within the world

-Replaced all the stock fire particle effects with ours

-Can no longer walk on the ocean :p

-Added more spawns for creatures that drop hides

-Added scalability options to the pause menu

-Updated the code for card AoE's to allow them to move more nimbly and with more precision

-Updated the starting equipment

-Updated and fixed everything about the shopping and crafting interfaces >.>


Player Updates:

-Can now break down items in the inventory to get their full value in mana crystals

-Added a vanity camera which is used by holding the 'Tab' key


Enemy Updates:

-Faithless Hound

-Increased hides drop from 1-3 to 2-5


Building Updates


-The building upgrading system has been finished and implemented

-Pear Tree

-Fixed the crafting tooltip to give the proper description.

-Added the Covered Shrine building

-Upgrades from the basic shrine

-Added the Well building

-Added Väädriila, the first temple


Bug Fixes:

-Fixed a bug where the starting pear tree would occasionally start at an incorrect scale

-Fixed a few widget text errors. Ex. in the crafting menu, it still read 'Decoration' as opposed to 'Buildings'

-Fixed a dozen or so map tears

-Fixed the collision for spawned buildings

-Fixed the collision for material nodes

-Fixed some typos

-Fixed a bug where sometimes multiple shopkeepers would spawn


Coming Up:

I have an odd feeling. This is the first time in a loooong time where I actually got everything done that I said I would get done. :o
But, for next week, I've a few new buildings planned for creation and implementation along with a simple produce resource node. 
I will also be working on getting the aforementioned bug fixed and if I cannot fix it before next Friday, I will simply disable the spawn of random merchants and send out a new build like that. 
Ranged combat is still in my sights, but I am unsure as to whether or not it will be next week or further out. On that note, I have noticed that the PC follower AI is a bit wonky, and as such that is is also something that I have taken note of that needs to be updated. 

And all I have is just a random shot with the vanity camera. :p


That's all I have for this week.

Until next time


-Lucas Cady
Project Director

Friday, July 14, 2017

Wind Carrier; Pre-Alpha 1.66, Demo 1.1.1

Hello all!

This week is a build week and as such, the newest build can be found here:

https://cloudsofglassgames.itch.io/wind-carrier

as per usual. :p

This week, we've got a few bigger changes, mostly to do with how civilization building works and how the quest system works.



Change log, 1.66


-Added a quest dialogue widget to better give the player an idea of what they are supposed to be doing

-Added the Buildings item class, along with the accompanying logic and drop mesh

-Completely changed the way that civ building worked. >.>

-Added a new section to the updates list: Building Updates

-Added a wood-puff particle to lumber trees


Item Updates:


-Juicy Pear is now a crafting component as well as a potion
-Fixed a bug where it was healing 100% mana as opposed to the proper 15%


Card Updates:


-Shimmering Bubble
-Now stays put as opposed to attaching to the player


Building Updates***:


-Added Basic Yurt building, craftable

-Added Basic Shrine building, craftable

-Added Pear Tree, craftable

-Added Home


Quest Updates:


-Updated the following quests to work with the new widget:
-The Beginning
-The Lizard and Serpent

Bug Fixes:


-Fixed the tooltip for Simple Draught to read properly

-Fixed a bug where a few gathering points would disconnect the player controller. >.>

-Fixed a bug in the crafting menu which allowed the player to craft items they did not have the resources for occassionally

-Fixed a bug where the crafting menu wasn't updating the player's resource count properly

-Fixed the paralysis particle effect


Coming up:


I will be working on converting all the remaining buildings to work with the newer civ system along with finishing off the quests that haven't been converted. It is at this point that I realize that I have not added building upgrading yet, and thus, The Beginning cannot be completed. I'll also work on the upgrading system for buildings, since it is but a stone's throw away from being completed already.

I've also got ranged combat logic in my sights. It has also been started, I just got lost in the new building system over the last week. >.>

Anywho, screenshots!

The builder NPC; basically the same as the crafter, but only for buildings. >.>
FOr the next update, I'd like to give him his own building which can be placed where ever the player desires.

The Civilization panel which I didn't note anywhere in the change log. This panel shows the bonuses to various workers, along with general census information. 

It is now possible to micromanage your civilization's workforce. Do note however, that workers produce less mana crystals than unemployed citizens; they do, however produce other resources as well.

A pear tree. Does all the things that a pear tree does. 





And that's all that I have for this week. At least this week felt like I did something again. :p

Anywho, until next time,


-Lucas Cady
Project Director