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Wednesday, December 19, 2018

Update; 19.12.18

Hello all!

After getting everything figured out, our new blog day is going to be Wednesday!

This week, again, there wasn't much to show. I continued to work on the reworking of the buttons, even creating a button that I unconsciously play with. There's not much to show, as nothing is complete, but I can upload the templates that I am using for my buttons, just for a sneak peek!






All but the sapling can be, and are, colored in Wind Carrier. I figured I'd go with the nature-y motif as it was working well so far. I look forward to being able to actually show off the new widgets once I am done with them.

Speaking of, after Christmas, I should be back into the swing of things and regularly scheduled updates will continue again. The next new build will probably be in early January.

Anywho,
Until next time,


-Lucas Cady
Project Director

Sunday, December 9, 2018

Update; 9.12.18

Hello all!

I'm a bit late and a bit short on an update. I was rather busy this week and I have, just today, started a new job! It means more income, but less time to work on Wind Carrier.

Don't fret, Wind Carrier isn't on hold or anything, just wanted to explain why my next indefinite number of updates are going to be smaller than usual.

Along with that, my blogging schedule will be changing. I can't say for sure when the day will be when I get everything settled and in order, but I can say that I will keep you posted.

As for this week's changelog, there were only two bug fixes and a couple smaller changes that really don't warrant a whole changelog by themselves. I'll say that I updated the running and jumping animations for anthros and I worked on making the main menu a bit more thematic. It's not done yet, of course, but it is being worked on. I'll include those changes, along with pictures, in next week's changelog.

So, until next time,



-Lucas Cady
Project Director

Saturday, December 1, 2018

Wind Carrier; Alpha 1.12.18

Hello all!

A couple updates and a couple cards - not a lot of additions but some upgrades.

I'm a little short on focus right now, so lets get to it.


Changelog

-Updated the remainder of spell effects to work with the upgraded system

-Upgraded the quest system to include 'counter point' quests
-counter point quests are pairs of quests that only a single quests from which can be completed

-Every single NPC in the game is now killable
-Note: As much as I didn't really want to do it, I recognize that there are those that would

-Added a new AoE decal, denoting projectile card types


Card Updates:

-Added Cloudfall card
-Tier 2
-Upgraded from Refreshing Downpour
-After a delay, knocks back enemies, dealing a small amount of damage, then creates a field which recovers the player's mana when standing inside
      -Note: the mana recovered is around 300% of the player's total mana if they were to be standing in the field for the entire duration

-Added Blazing Web card
-Tier 2
-Fires a projectile which becomes a trap if nothing is hit, once it is triggered or the projectile hits an enemy, the enemy will be stunned and everything around it will begin taking damage


Quest Updates:

-Added the counter point quest, A Vengeful Lot
-counter point to Dangerous Farmers

-Dangerous Farmers
-The quest giver can now be killed, either when first encountered or after taking the A Vengeful Lot quest


Bug Fixes:

-Fixed a bug where the Thunder Egg card wasn't properly moving around
-Fixed a bug where Shimmering Bubble wasn't launching enemies as far as intended
-Fixed the rendering type of a few tree foliage types
-Fixed collision on a pond north of Kerankohora


Anywho, that's all for this week. I'm having problems getting the game to compile for testers this week. I'm almost sure it has something to do with the way that I implemented NPC killability. I'll re-code it over the next week and have it all fixed up by the time the next demo is released.

Until next time,


-Lucas Cady
Project Director