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Saturday, February 3, 2018

Wind Carrier; Pre-Alpha 1.85

Hello all!

Another week, another round of changes.

Let's just dive right into the changelog


Changelog, 1.85

-Changed a handful of particles to mesh particles

-Added more grass variation

-Updated AI wandering

-Resized a few of the creatures

-Mana crystals harvested from the environment now scale with player level

-Increased the spawn rate of enemies and encounters across the board

-Most smaller enemies should always spawn now; the same with most smaller encounters

-Enemy spawners no longer spawn enemies near player buildings


Not a huge list, but we've also finished work on the Cherished One, which is all but implemented. It's currently having a problem with turning invisible at the end of its attacks, which is the only thing that keeps if from being added entirely.

We've also been working on another new creature, something of a more quadrupedal nature, which should be boned and animated by next week. And hopefully it won't have issues with disappearing. >.>

Screenies!

Something I failed to mention! It's the level two lizard hut. I haven't quite worked out level one yet. >.>
But! I decided that I would create racial buildings which would have different bonuses and whatnot based on the race. For example, the Vulpine hut increases population more than any other, whereas the lizard hut will increase your personal, passive magical abilities.

The Cherished One and one of its abilities. I like the way it looks and the way it spins, but goddammit if that bug isn't dampening my feelings for that whole creature. >.>


One of the resizes that took place. The Ilhkor'sei was apparently too large, so sayeth its original designer, so I toned down the size a bit. It still packs the same huge wallop however, so watch out.


And that's all that I have for this week. 

Until next time!

-Lucas Cady
Project Director

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