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Wednesday, February 27, 2019

Wind Carrier; Alpha 27.2.19

Hello all!

Not a super long changelog, just simply a changelog


Changelog


-Buildings are now saved based on an offset as opposed to an absolute world position
-Older saves will have problems with this update

-Updated the current meshes for all the races for the last time

-Updated Kerankohora 75+

-If a player has unlocked racial crafting for a race, there is now an indicator in the influence menu

-Adjusted the location of the new card indicator for shopping

-Tho-to is no longer killable


Quest Updates:

-Added the quest A Helping Hand
-Vulpine aligned
-0+ influence
-Gives access to Vulpine crafting

-Added the quest A Special Breakfast
-Vulpine aligned
-No influence reqs
-Written by our Chris


Building Updates:

-Added the Blooming Bramble building
-Vulpine crafting
-Increases produce and clay rates


Bug Fixes:

-Fixed a bug where if the player dodged within any civ, including their own, the civ would despawn, then respawn after the dodge had been completed
-Fixed collision for pear trees
-Fixed the collision capsule of the crafter
-Fixed some map tears
-Fixed some water collision
-Fixed an issue where the player could get underneath the mountain near So'ria'ra



The Blooming Bramble building

Tiny Vulpine and pine tree for size reference


A shot from the front of Kerankohora at influence 75+


And finally, the last update to these three. From now on it will be moving forward and that's that. 


And that's all I have for this week. Next week will probably be a bit bare as I am taking a trip for a few days, but we'll see what I can accomplish for next time.


Until then,



-Lucas Cady
Project Director

Thursday, February 14, 2019

Wind Carrier

Wind Carrier is the first game being created by Clouds of Glass Games. It is an adventure RPG centered on the continent of Goldrath. The player, the titular Wind Carrier, directs their small civilization from a simple camp to a continent spanning empire throughout the course of the game. They will encounter a tentative eight different opposing civilizations that they can either help advance or destroy. The entire game world will bend to the player's choices, though the player must be aware that they are a director, not a god - most choice, intentional or not, will have unforeseen consequences for the player in the coming ages.

As the player advances in the game, they will learn different rituals to perform which will aid them, a couple of which will allow them to advance further in time or revert back, seeing the fruits of their labors play out for them in the coming ages. Remember, the only choice that can be undone is inaction.

Ultimately, my team and I are looking to found a game development studio to produce quality, anthro-centric video games.


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A bit about me:

My name is Lucas Cady, as I'm sure you can see on the side bar up there somewhere. My experiences in storytelling and game systems run deep. I started young, DMing for my group of friends and acquaintances (3.5, D&D, for those that care.) I was never given a respite from doing so, never once was I allowed to actually play within the system, so I learned to love changing and warping it however I liked. It was almost like playing a character.

After high school, I took my love of storytelling and attempted to write a book. It did not end well. Failure to communicate between myself and my co-author at the time lead to it being rushed to production through some self publishing platform that I cannot recall the name of at the time of this writing. I did not write with him again.

I had given up on anything related to that, life took me hither and thither, meeting my wife and being whisked away to the ancient, magical land of Finland before I knew what was happening.

I thought my love for the craft was dead, but about a year and a half ago, amidst some turmoil, I found that spark once more. I began writing a new series of books (which may or may not ever get finished :p) centered in the land of Xeren, a land filled with only anthros. Through the course of writing this I developed a character that I loved very dearly, and a land from whence he/she once held inconceivable power - Goldrath.

Our story here, will begin several hundred years before the happenings within the series. From him/her the idea formed, the basis for the entire story for Wind Carrier. And, no, I'm not revealing who it is.

Before Project Wind Carrier, I had not once touched a 3D development tool, but that has, of course, changed.

Currently, I have been doing the lion's share of the work: modeling, animating, texturing, coding, world building; and as such I have quickly gained a moderate understanding of all of these fields. Most of the good, unique ideas come from my wife, however. :p

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Wind Carrier Now:

We are developing using Unreal Engine 4. All of the 3D models are being created using Blender, though we have plans to upgrade to Maya as soon as the funds for the studio become available. All textures and the like are made using Krita.

Our technical build is still Alpha 0.1.5, all of the main systems within the game are complete and are being expanded with more content everyday. These systems include: an inventory, a influence system through which the player affects the world, a combat system, a magic system based on cards a la Lost Kingdoms, a civilization building system, a simple crafting system, the aforementioned age system, and a questing system.


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Wind Carrier Then:

Currently we are working on polishing the content that we have along with adding more. Every system is in place, as I mentioned, it is simply filling the world up and then releasing. This, however, will likely take a long while at my current pace as I am still the main work-horse for Wind Carrier. Along side me are: my wife who does whatever she can whenever she can and our playtester Chris.

The second and third ages, while technically being there, are also completely empty. They, while important, are not what we are focusing on as of now. The intention is to probably release Age 1 (the Leonen Age) in early access once it is complete and then release the next two ages as free content to those that have purchased in early access.

---

I update this blog every Wednesday and we have new builds, which I post links for, once a month. The newest build can always be found at the top of the header.

I really need to take more random screen shots while I test stuff. Alas.






Have the new itch.io icon! Credits to my wife, of course.


-Lucas Cady
Project Director


Note: I decided to write this after my wife noted that the previous featured post was almost two years old and really not that relevant anymore.

Wednesday, February 13, 2019

Wind Carrier; Alpha demo 0.1.5

Hello all!

It's been three months and here we are!

Finally a new build!

All the changes since last time can be found in the above link, and below, as usual, you will find the changelog for this week alone.


Changelog

-Quest NPC's can now have names


Item Updates:

-Added the Glimmering Shawl
-Craftable
-Head item
-Saurian crafting required

-Added the MarshGlimmer Keratin and MarshGlimmer Scales material drops


Card Updates:

-Added the Dizzying Cloud card
-Tier 2
-Upgrades from Daze
-Leave a miasma that has a chance to stun enemies on tick over the duration
-Has a slightly lower stun chance/tick than daze does on contact


Enemy Updates:

-Added Brass Haljuhurtta
-Haljuhurtta variant


Quest Updates:

-Added the quest The Fantastic Find
-Vulpine aligned
-Available from -50 influence and up
-Found in Kerankohora
-Unique reward (still requires implementation)


Building Updates:

-Added the Glimmering Bath
-Craftable
-Saurian crafting required
-Increases mana regen and population rate
-Slowly heals the mana of a player standing near it at a rate of 5%/sec


Bug Fixes:

-Fixed a bug where the player was able to build within other civilization borders
-Fixed a bug where racial crafting objects were incorrectly added to the crafting list
-Fixed a bug where A Lost Staff was not able to be completed


And that's it for this week. More than last week, but less than the most we've had. We're almost back up to speed though, which is really good.

Until next time,



-Lucas Cady
Project Director

Wednesday, February 6, 2019

Wind Carrier; Alpha 6.2.19

Hello all!

Another regularly scheduled update!

Mostly got some replacements this week, UI for the most part. Updating icons and whatnot to make the widgets more thematically relevant.

Along with that, the MarshGlimmer is joining Wind Carrier this week - no drops or equipment yet, but I've got some fun stuff in mind, including, but not limited to, a building tree created from it.

Anywho, changelog!


Changelog

-Enemy health bars are now denoted by different types of flowers
-Each type of flower now gives a level range for the enemy type
-Ex. A health bar denoted by a daisy is between the levels of 11 and 20.

-Updated all the racial icons, credits to my wife

-Updated the functionality of the level up widget


Player Updates:

-Added the ability to be stunned by abilities instead of just from damage


Enemy Updates:

-Added the MarshGlimmer
-neutral alignment
-water magic
-camouflage ability



The MarshGlimmer

An amphibious creature indigenous to the tidal marsh that covers a massive portion of the southern reaches of Goldrath. They are mostly sighted when wandering out of the tides, leaving a wet trail of previously animated water in their wake. As with most creatures in Goldrath, the MarshGlimmer is highly territorial. 
They get their names from the way that the almost crystal-esque keratin growths on their backs shimmer and glow just before all that they are disappear into seemingly nothing. Intrepid adventurers should be weary of this as they often deliver a deafening headbutt from the cover of their camouflage. 


The new health bars - more efficient and thematic. The way they are set up, they also give the player a general idea of what level they should be when facing any given enemy. These, along with the auras, should make it a lot more clear what is and isn't a threat to the player at any given time.



And last, but certainly not least, the newest racial icons! All props go to my wife, again. More of her work can always be found here. 
She's also got the icon for the next race to be added almost finished as well. The icon, at least, should be shown off next week.


Anywho, that's all for this week. Not too too much, but we're getting back into the swing.

Until next time,




-Lucas Cady
Project Director