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Saturday, May 26, 2018

Wind Carrier; Alpha 0.1

Hello all!

This week there weren't a bunch of concrete things add. I mostly spent my time working on getting proper platforming implemented for use in dreams. Along with that I started (almost completed) a new dream, A Stormy Night. All that remains is the unique reward and to actually add the dream teleporter to the world. The unique reward this time around will be a legendary building, something of Leonen make. The building also comes with the addition of the "guard" type of NPC which will wander or stand still and attack enemies which come into range.
I spent a bit of time researching around on what kind of architecture I wanted the Leonen to use in their more important cities and Granforn proper. I've finally settled on something, so we should be seeing an increase in Leonen buildings in the near future.
On that note, I've been also working on getting the male Leonen ready for re-implementation.

Oh! And I decided to finally change the development phase from pre-alpha to alpha. The decision comes on the heels of finishing the platforming stuff along with deciding that if I want to add mounts, I can do it at a later date, seeing as the code wouldn't be that much different from a few different bits that are here and there already.

Anywho, onto the changelog!

Changelog, 0.1

-Changed the way that the AoE decals work to look better with the post processing effect

-Resource nodes now spawn at random sizes, which effects the amount of resources the player can take from them


Player Updates:

-Resource rates now apply to resources collected by the player and those dropped by enemies. This also effects mana crystals.
-From enemies, the bonus is 25% normal
-From nodes, the bonus is 66% normal
Note: Reasoning; I wanted the bonus to apply more to actions the player takes, as opposed to those randomly given to them. The decision to add these bonuses to all sources of resources/crystals comes from personally feeling like wearing/placing items that give bonuses to gathering was overshadowed by combat orientation. Hopefully, this will change that.


Bug Fixes:

-fixed a half dozen stop points in enemy AI

-fixed a bug where the mana crystals gained and shown didn't match up

-fixed a bug where the level multiplier for mana crystal gain wasn't being properly added


Looking through my screenshot folder, it seems that I didn't take any this week. So here's a picture of an unfinished-unimplemented building that will be added at a later date, once all of its features are finished.


Until next time,



-Lucas Cady
Project Director


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