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Wednesday, January 30, 2019

Wind Carrier; Alpha 30.1.19

Hello all!

Welcome to the first actual changelog in about two months!

The number of changes isn't massive, but this is our first in a while and I've got some stuff to show off and some other stuff to speak about.

To the changelog!


Changelog

-Redid the running and jumping animations

-Worked on the menu screen for a fair bit

-Added the beggar random encounter

-Removed all the default buttons from the quest dialogue widget

-Updated the Title widget

-Updated the HUD

-Increased the base drops for stone from 3-6 to 4-6
-Increased clay base from 2-4 to 4-6


Quest Updates:

-Added the quest A Fallen King
-Leonen aligned

-Added the quest A Wondrous Warpaint
-Saurian aligned

Bug Fixes:

-Fixed a bug where the menu music wasn't looping
-Fixed a bug where certain NPC's were turning toward the player when they shouldn't have been
-Fixed a bug where if the player clicked to skip description text for a quest, the quest widget wouldn't correctly reset and would play the dialogue sound when it was a description and vice versa
-Fixed the collision on the Leonen quest giver for Dangerous Farmers


As I said, not a huge amount of changes, but a substantial enough amount to actually report.

The changes will become more consistent again as things have finally settled down and I am looking forward to working on Wind Carrier consistently again.



The updated HUD. 
The flower around the level indicator, currently a pansy, will change based on the player's level. I am also intending to use these indicators as a vague level indicator for enemies - probably by replacing the health bubbles with something that relates to the flower indicator. 


The updated Title art. The picture itself was done mostly by my beautiful wife, so credits to her
That purple bit there in the back rotates slowly and is there to give depth along with a sense of unease. 



Concept art for an upcoming creature: The MarshGlimmer.
Credits to the wife again for the concept art.
The creature is modeled already. It just needs, well, everything else: texture, skeleton, animations. I've already figured out its abilities as well. The MarshGlimmer, which may or may not have its name changed into Keili, is found primarily within the massive tidal marsh found in southern Goldrath. It lurks beneath the still waters of the marsh, using its vast array of water magics to quickly dispatch any prey that gets within reach. 

Hopefully, the MarshGlimmer will be ready for next week along with a swath of marsh where I can house it. It will be coming along with a new type of mana crystal node as well - pink, in case that wasn't clear. The node itself will grant both mana crystals and clay. 

Well, that's all I have. I must say that it was nice to actually do a blog with content again.

Until next time,


-Lucas Cady
Project Director

Saturday, January 12, 2019

Update 12.0.1.19

Hello all!

Life keeps throwing more and more stuff my way - nothing bad this time, mind you, but distracting enough that I didn't manage to get a bunch done again this week.

I put up a new build for our playtesters for the first time in 3 weeks, so I feel some accomplishment from that - even though that essentially means that I did one week's worth of work in three, but. Stuff is settling (ish,) so, yeah.

This week, I refactored the code for the quest_object parent now allowing quests to require multiple, specific items in order to be completed. I also worked on cleaning up the main quest_object code as there was a fair amount of unnecessary stuff there.

I also worked on the title screen art, cleaning up what was already done and trying to get it closer to the point where I can put it in and replace that pitiful little thing that is there right now.


Anywho, that's all I have, not much, I know,

Until next time,


-Lucas Cady
Project Director

Wednesday, January 2, 2019

Update: 02.01.19

Hello all!

Got a short-ish chagelog this week again, but at least it is longer than it has been for the past few weeks. I will be uploading a build... well, eventually. I should get it built and uploaded here soon, but I can't find the time as of late.

Anywho, onto the changelog,


Changelog

-Redid the running and jumping animations

-Worked on the menu screen for a fair bit

-Added the beggar random encounter

-Removed all the default buttons from the quest dialogue widget


Quest Updates:

-Added the quest A Fallen King
-Leonen aligned

-Added the quest A Wondrous Warpaint
-Saurian aligned


Bug Fixes:

-Fixed a bug where the menu music wasn't looping
-Fixed a bug where certain NPC's were turning toward the player when they shouldn't have been
-Fixed a bug where if the player clicked to skip description text for a quest, the quest widget wouldn't correctly reset and would play the dialogue sound when it was a description and vice versa



I've also been playing around with the various widgets within the game to get them to use the newer buttons and I have also been updating the layouts to read better and also be more in line with the aesthetic that I am attempting to create for Wind Carrier.

I apologize if that was a bit rambling and vaguely pretentious sounding. I am very, very tired at this moment.

Anywho,

Until next time,



-Lucas Cady
Project Director