Hello all! This update is a couple hours later than usual, and I apologize for that. Apparently, I was so damn tired, that I fell asleep watching SaltyBets with my wife and one of my friends. But! There was a lot added this week in the way of logic, not so much in the way of physical things - all of which you'll be able to read in the change log.
Change
log, 1.33
-Added several
static meshes
-Revamped the way
that building spawning happens, allowing for many fewer problems to
occur
-Increased the
amount of civ building the player can do
-Fixed a couple
dumb mistakes in the AI
Items Added:
None :(
Cards Added:
-Healing Motes,
tier 2 upgrade of healing well, summons a swarm of healing spirits
that heal the player and those near them, along with damaging enemies
nearby
-Crystalline
Barrage, tier 1, drops from the Crystalline Golem enemy, fires a line
of crystal projectiles
-Crystalline
Stream, tier 2 upgrade of Crystalline Barrage, fires a longer, faster
barrage of projectiles
-Mana-laden Cloud,
tier 1, spawns a quick rain shower that quickly regenerates the
players mana, heals a percentage, thus remaining useful throughout
the game
Enemies Added:
Haljuhurtta, an
Aenahi, a canine class of supernatural creatures
We have an
actual use for village upgrades!
Villagers will
now do several things, depending on the type. All of them will
increase your mana crystals, once per day, at dawn. This amount can
be modified with various buildings that one can construct. Along with
the aforementioned mana crystals, specialists will also produce one
primary and one or more secondary material resources for the player.
Woodsman - Lumber and produce
Hunters - Hides
Miners - Stone and Clay
Farmers - Produce, hides, and clay
Along with the
resources, they also have the chance to reproduce, either through
finding lost settlers, aiding those in need, or the more traditional
way *cough*.
We
also have the Ages!
Well, okay, we have the logic for the ages. It just came
to me one day while I was standing stocking Ocean Spray juice on an
end-cap. And I had to quickly scrawl the idea on the sheet of paper
that I had my new work schedule on with a very thick, very bleedy
marker. But! I have tested the logic, and it works perfectly. It also
doesn't leave a huge ass foot print like the idea I was toying with
before.
So, to recap on that, moving through the Ages is now,
technically, possible. It does nothing, and updates nothing, but it
CAN happen. :p
Other
news!
We've a writer that has contacted us with interest in
working with us on this project. From what I have seen so far, he
seems promising. I need to read through a few more of his works, and
then probably give him a test assignment, but we may have a new
member of our team soon! And taking anything off from my shoulders
would be greatly welcomed.
In other news, I have upgraded to UE4 14.4... and the
bastard seems to love crashing at random intervals – most usually
in the particle editor. Random bit of my frustration, I suppose.
And as always, screenshots! Not all of which were taken today in a hurry, because I couldn't do my pre-update work last night...
First up, the Haljuhurtta. I hate that particle system more than anything ever. The creature floats, leaving behind it a smog or haze.... I'll need to work on it quite a bit before I am happy with it.
Just a shot from behind your village at its current, final stages.
I completely forgot that his guy existed if you upgraded your village right, thus I needed to share. :p
A shot of the resource screen, with population increase and all.
I was trying to take a shot of that small group of villagers that spawn as an offshoot of your main area, but got attacked and then the day started, and the whole thing was just moderately amusing to me.
And because UE4 kept crashing when I tried, ugh, here is the current Lioness, in Blender.
Welp, that's all I have for this week. Each week, it feels like it gets bigger and better; I suppose that's how it's supposed to go, eh?
-Lucas Cady
Project Director
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