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Saturday, August 18, 2018

Wind Carrier; Alpha 18.8.18

Hello all!

Not a whole lot this week either, I spent two more days this week out of the house dealing with various things that needed dealing with. Good news is now we are actually running off a proper modem instead of a mobile hot-spot. So, woo. :p

The largest change this week is a new death state. I explain it in full below, but basically, when it is up, the player will enter a Spirit Walk mode which allows them to regain lost health/mana based on how well they do during its duration.

I also plan on adding the option next week to allow the player to teleport home after a non-Spirit Walk death. Because losing progress isn't fun, but being teleported home is better than actually losing experience, items, and way points. At least to me.

Anywho, changelog time.


Changelog

-Minor Creatures, depending on the type, now have a chance to drop various materials on death

-Adjusted card code to make it more efficient

-Increased the detection range for allies


Player Updates:

-Once per minute, when the player would otherwise die, they will enter a mode called "Spirit Walk" where they will detach from their body and gain increased movement speed for the duration. Time will freeze for everything but the player and spirits will begin to spawn and the player can collect them. Each spirit will either heal the player 10% health or mana. Once the Spirit Walk duration has ended, the player will resume playing as normal with the percentage of health/mana that they collected.

-Added the skills Strength of Spirit I -III
-Multiplies the duration of Spirit Walk, from death and from cards, by 1.5/ 2/ 3 times respecively


Card Updates:

-Added the Time Dilation card
-Tier 1
-Slows time for all but the player by 80% for 5 seconds

-Added the Spirit Walk card
-Tier 2
-Upgrades from Time Dilation

-Added the Mana Overload card
-Tier 2
-Currently only obtainable from enemy Carving Dolls as a rare drop or as their capture, and as a rare gift from benevolent Carving Dolls
-A Carving Doll appears and charges, taking mana from the player to increase the scope and damage of the attack
-Explodes dealing damage to all in the AoE


Bug Fixes:

-Fixed a host of cards which weren't properly damaging everything that was necessary



Another week without screenshots? Hmm. I really need to take more screenshots. Bleh

I also spent a fair amount this week working on the S'Hae - the fabled creature that doesn't seem to be coming at all. By my count, it still has four damn things that I need to make it be able to do before it is complete. Of the remaining things, only one of them will require anything that I haven't done before, so there's that. This is the biggest creature that we have ever made (code/asset wise, not physically) and is shaping up to be an interesting one. I'm learning quite a bit from it about AI: both AI in general and where ours needs to be improved. After this creature, the next "big" one should be easier to handle. It doesn't help that this one requires completely new interactions and status effects (to me.) It'll probably also have two armor sets, which will make more sense after it has been revealed properly.

Note to self: Design S'Hae armor sets...


Anywho, until next time



-Lucas Cady
Project Director 

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