Saturday, August 19, 2017

Wind Carrier; Pre-Alpha 1.71

(Another) late hello!

I've had another busy non-game related week this week; between sicknesses and personal problems, it was packed. >.>

I did manage to get some important things done this week; however nothing from the 'coming up' list from last week. :p

To the (short) changelog!


Change log, 1.71


-Building management can now be done, en-mass, from the home building

-Implemented 'dungeon' logic


Bug Fixes:


-Fixed collision on a few meshes which didn't have it; namely the new rocks and the fallen log

-Fixed a bug where the inventory wouldn't properly dump when starting a new game


Yeah, I think that's the shortest in history. u.u

Coming Up:

The only functionality that the building management system lacks currently is the ability to place new buildings; I will likely add that this coming week. Aside from that, I've really no idea. I've a huge archive of notes and ideas which I really should start working through. Hopefully I will. :p

And onto screenies!

'Building Work', right there below 'Civic work' and right above 'pick up.' :p


Clicking the aforementioned will bring you here, with our nice cursor and particle system that are both very difficult to see in the fog. >.>
But, the way it works is mainly with the mouse. Left clicking picks a building up, A and D rotate it, right clicking while carrying a building will put it back in its original place, and left clicking again while carrying a building will place it in its new place. Right clicking on a building without carrying one will place it back in your inventory.
It's really quite intuitive once you get your hands on it.

Oh! And once hovered, you can see the stats that a building provides for you civ and/or you, along with a description, it's name, and a picture which we'll need to draw 1000 of. :p

Dungeons will be dealt with in Wind Carrier through dream portals. Dreams, as they are called, are located on the sites where something has changed a soul, either positively or negatively. 
Dreams will reward the Wind Carrier with items, experience, and influence. Each of them will also have a unique reward, which can only be gained once. 
Be wary when leaving a dream, however, as their ethereal nature keeps them from remaining exactly the same each time and leaving and re-entering a dream will reset everything within it other than the unique reward. 

And here's just a random shot within a test-dream/test-level from our play tester, Chris. I really like the damn crystalline scythe. >.>


Anywho, that's all that I have for this week folks. 

Next week will be a build week and hopefully it'll happen on Friday like it is supposed to. :p

Until next time...


-Lucas Cady
Project Director


Saturday, August 12, 2017

Wind Carrier; Pre-Alpha 1.7

Hello all!

I completely spaced! :D

I didn't go to work yesterday and I guess I just forgot about this work as well. :p

Anywho, as far a sheer number of things that were added this week, there aren't that many, but the things that were added are rather significant, indeed.

To the changelog!


Change log, 1.7

-Made ranged combat a thing!

-Reimplimented the Throwing Ax weapon class


Item Updates:

-Readded Primitive Throwing Ax, craftable

-Added Crystalline Throwing Ax, craftable


Card Updates:

-Hummingbird Sprite

-Increased movement speed from 600 to 800

-Increased healing per second from .5 to 1


Enemy Updates:

-Tripled the range in which killing an enemy has an effect on influence

-Added the Vulpine Sundrinker enemy


Bug Fixes:

-Fixed camera collision with the ground


Coming Up:

The Sundrinker was not the creature that I had previously mentioned, since, yeah, all it required was a new weapon, mask, and animation set. The other creature is still steadily becoming a reality and I'll release information about it as the time gets closer. But, for next week:

-I will continue to work on the aforementioned creature

-The haljuhurtta vest needs to be re-added along with an accessory crafted from haljuhurtta parts that never quite made it before the mesh change

-I'm half toying with the idea of working on the Lizard mesh and idle. >.>

The Crystalline Throwing Ax, along with the Vulpine idle.

Now, by holding the left mouse button, the Wind Carrier can charge up the damage of ranged weapons by up to 3 times the normal damage.

Holding the caps lock button zooms the action in, granting a targeting reticle and a damage boost. The Wind Carrier's movement is hampered however.

The Vulpine Sundrinker.
There are those amongst even the Vulpine that try to shun death. These Vulpine believe that Li'Kuntu, he who is made of feather and bone, stalks the darkness, devouring those who are to become one with his flock. He is said to be able to take those who simply perceive darkness through the simple act of sleep. Whether this belief is true or not, it has given rise to a cast of Vulpine who are fearful of, or indignant toward, Li'Kuntu.
The sundrinker begins their macabre transformation by removing their eyelids and, through an alchemical process, transform their eyes into glass. 
Each sundrinker is different, some looking more natural than others, but often their fur is singed from staying far too close to open flames. Dehydration often runs rampant among their ranks as well, oftentimes giving them a gaunt appearance. Most carry fire at all times, though there exist those we have gained the powers of a shaman, radiating their own sinister glow. 


And that's that, folks!
Until next time.


-Lucas Cady
Project Director

Friday, August 4, 2017

Wind Carrier; Pre-Alpha 1.69

Hello all!

Got a bunch of additions for this week along with some fixes and what-not. I wanted to give the player some way to upgrade their equipment as it felt like it was lacking, you could only make the starting equipment before and that wasn't really that exciting. :p

So I added a full compliment of crystalline weapons along with a new armor set.

I also added a couple new buildings, one of which took me almost 4 hours to get set up simply because it has sooo many buttons. >.>

Anywho, changelog..


Change log, 1.69


-Items which cannot be used can now be broken down like everything else

-Updated the random merchant's possible sell item list

-Updated deck buttons to work only on click

-Added weather! Sunny, Rainy, and foggy!


Player Updates:

-Different paths now spawn different starting buildings

-Adjusted the PC tick to be stable

-Updated the starting equipment of the mercenary to include the Vulpine Garb as opposed to the loincloth

Item Updates:

-Added Hardwood crafting material, dropped rarely from normal saplings

-Added Massive Mana Crystal crafting material, dropped rarely from normal mana crystals

-Added Crystalline Dagger, craftable

-Added Crystalline Scythe, craftable

-Added Crystalline Spear, craftable

-Added Vulpine Garb, craftable


Card Updates:


-Healing Well

-fixed a few bugs with the card which caused it to not spawn properly

Enemy Updates:

-Dragonbone Shaman

-lowered the damage of Thunder Egg from 70 to 45

-Ilhkor'sei

-increased influence gain from .2 to 1.5

-fixed a bug where it's stunned health percent was 50% instead of the intended 5%


Building Updates:

-Basic Shrine

-lowered civ cost from 12 to 6

-Covered Shrine

-lowered civ cost from 18 to 12

-Added the Trading Post building, craftable

-allows the Wind Carrier to buy resources with mana crystals, the price varies by day

-Added the Gruesome Trophy building, the first building which can only be obtained from drops


Bug Fixes:

-Fixed the visibility of a few collision volumes

-Fixed a bug where Alacrity and Crit Chance weren't showing up properly in the stat widget

-Fixed a few other issues with the stat widget

-Fixed a bunch of map tears and floating objects


Coming Up:

Well, I failed finally. :p
I had a nice two week run of getting everything done that I set out to do here, but this week I finally broke it and didn't touch anything that I thought I would for this week. >.>
Soo, for next week:

-we've got a new creature a'brewin', I'll be working on that a bit, it's unlikely that it'll be done, but it's a'comin'
-of course the damn throwing ax needs to be done >.> along with more sounds and what-not

Anywho, screenshots before I distract myself...


The female....

and male variants of the Vulpine Garb.

A bit of fog, just a bit. :p
Along with a light that doesn't want to properly radiate outward.


The trading post. Our playtester, Chris, mentioned it time after time after time that he thought that there should be a trading post where you could sell your resources that you didn't need along with purchasing those that you lacked. It was always planned, but his incessant nagging is what brought it to be so soon.


And that's all I have for this week. 
I will note that it is oddly satisfying to fix all of the problems that Chris brings up. All I do of my own volition is add and add, he forces me to go back and fix everything that isn't quite right. He isn't the only one that we have, just the most active. 
Anywho, until next time.


-Lucas Cady
Project Director




Friday, July 28, 2017

Wind Carrier; Pre-Alpha 1.68, Demo 1.1.3

Hello all!

I have fixed all of the bugs which were causing crashing in the previous version; or at least all of those that I knew about.
And the newest not-so-hotfix can be found here:

https://cloudsofglassgames.itch.io/wind-carrier


I have been less than super productive this week, but we do have a few noteworthy changes within the changelog.
I'm less talkative than usual it seems as I cannot think of anything else to say other than:
To the changelog!


Changelog, 1.68


-Added the Wild Carrots material node, produce

-Updated the Fennoc Breath particle system

-Updated the way that random encounters spawn

-Updated most buttons to work 'on hovered' as opposed to 'on click'

-Updated the follower AI to work more consistently

-Updated the game over screen

-Time of day now saves and the nights look a bit more night-like (I'm finally happy with how they look!)

-Added footsteps!


Enemy Updates:


-Increased the chance that creatures that drop loot will also drop materials from 25% to 33%

-Fixed a bug where creatures that couldn't drop anything other than mana crystals and materials wouldn't drop anything at all

-Item drops now spawn slightly above the landscape impact point, minimizing item loss due to clipping

-The 'Stunned' particle system will no longer spawn if a creature is dead already

-Faithless Hound

-Bite attack now does damage properly

-Adjusted hide drop from 2-5 to 1-7


Building Updates


-Added the builder's workbench

-spawns a builder with it

-craftable at all crafting stations

Coming Up:

This is weird. Again I have done everything that I said that I would from last week's post. If this is any indication, I should be looking into ranged combat for next week along with working on the sounds that our sound engineer has been providing. I've also half started composing a main theme for Wind Carrier; only the main verse is finished as of yet, but the layout for the rest has been mostly mapped - but that is an on the horizon thing. 
Next week will also likely include a bunch more bug fixes as our play tester will be coming back from his family vacation soon - amusingly it coincided almost perfectly with his starting date. :p

Anywho, screenshots!


Just a nice scene, I'unno... good enough for me to want to capture it. :p

The reworked Ritual Rose warpaint... which I failed to note anywhere within the changelog. This seems to be becoming a habit of sorts. 



And that's all I have for this week, I hope you enjoy our not-so-hotfix.

Until next week


-Lucas Cady
Project Director

Saturday, July 22, 2017

Wind Carrier; Pre-Alpha 1.67

Hello all, late again. :p

I had intended to release a hotfix of sorts yesterday, but I couldn't figure out the problem in question. It's a bug that causes the game to crash on load whenever one of the random merchants spawn outside of the world bounds. It doesn't seem to happen on all computers, since the other computer we have doesn't experience it at all, but about half of the time the game crashes on startup here.
I may just disable random merchants for the time being and release the fix next week if I cannot figure it out.

Other than that, though, we've got quite a few other fixes along with some reworks below for this week.

And we also added a new team member earlier this week. A lot of the fixes can be attributed to him finding them.

Oh, and I finally *actually* fixed the collision. Like, I am 100% certain that it works this time. >.>

Anywho, changelog.


Change log, 1.67

-Added a new team member! Welcome Chris Pelz, playtester.

-Replaced a whole host of incorrect meshes within the world

-Replaced all the stock fire particle effects with ours

-Can no longer walk on the ocean :p

-Added more spawns for creatures that drop hides

-Added scalability options to the pause menu

-Updated the code for card AoE's to allow them to move more nimbly and with more precision

-Updated the starting equipment

-Updated and fixed everything about the shopping and crafting interfaces >.>


Player Updates:

-Can now break down items in the inventory to get their full value in mana crystals

-Added a vanity camera which is used by holding the 'Tab' key


Enemy Updates:

-Faithless Hound

-Increased hides drop from 1-3 to 2-5


Building Updates


-The building upgrading system has been finished and implemented

-Pear Tree

-Fixed the crafting tooltip to give the proper description.

-Added the Covered Shrine building

-Upgrades from the basic shrine

-Added the Well building

-Added Väädriila, the first temple


Bug Fixes:

-Fixed a bug where the starting pear tree would occasionally start at an incorrect scale

-Fixed a few widget text errors. Ex. in the crafting menu, it still read 'Decoration' as opposed to 'Buildings'

-Fixed a dozen or so map tears

-Fixed the collision for spawned buildings

-Fixed the collision for material nodes

-Fixed some typos

-Fixed a bug where sometimes multiple shopkeepers would spawn


Coming Up:

I have an odd feeling. This is the first time in a loooong time where I actually got everything done that I said I would get done. :o
But, for next week, I've a few new buildings planned for creation and implementation along with a simple produce resource node. 
I will also be working on getting the aforementioned bug fixed and if I cannot fix it before next Friday, I will simply disable the spawn of random merchants and send out a new build like that. 
Ranged combat is still in my sights, but I am unsure as to whether or not it will be next week or further out. On that note, I have noticed that the PC follower AI is a bit wonky, and as such that is is also something that I have taken note of that needs to be updated. 

And all I have is just a random shot with the vanity camera. :p


That's all I have for this week.

Until next time


-Lucas Cady
Project Director

Friday, July 14, 2017

Wind Carrier; Pre-Alpha 1.66, Demo 1.1.1

Hello all!

This week is a build week and as such, the newest build can be found here:

https://cloudsofglassgames.itch.io/wind-carrier

as per usual. :p

This week, we've got a few bigger changes, mostly to do with how civilization building works and how the quest system works.



Change log, 1.66


-Added a quest dialogue widget to better give the player an idea of what they are supposed to be doing

-Added the Buildings item class, along with the accompanying logic and drop mesh

-Completely changed the way that civ building worked. >.>

-Added a new section to the updates list: Building Updates

-Added a wood-puff particle to lumber trees


Item Updates:


-Juicy Pear is now a crafting component as well as a potion
-Fixed a bug where it was healing 100% mana as opposed to the proper 15%


Card Updates:


-Shimmering Bubble
-Now stays put as opposed to attaching to the player


Building Updates***:


-Added Basic Yurt building, craftable

-Added Basic Shrine building, craftable

-Added Pear Tree, craftable

-Added Home


Quest Updates:


-Updated the following quests to work with the new widget:
-The Beginning
-The Lizard and Serpent

Bug Fixes:


-Fixed the tooltip for Simple Draught to read properly

-Fixed a bug where a few gathering points would disconnect the player controller. >.>

-Fixed a bug in the crafting menu which allowed the player to craft items they did not have the resources for occassionally

-Fixed a bug where the crafting menu wasn't updating the player's resource count properly

-Fixed the paralysis particle effect


Coming up:


I will be working on converting all the remaining buildings to work with the newer civ system along with finishing off the quests that haven't been converted. It is at this point that I realize that I have not added building upgrading yet, and thus, The Beginning cannot be completed. I'll also work on the upgrading system for buildings, since it is but a stone's throw away from being completed already.

I've also got ranged combat logic in my sights. It has also been started, I just got lost in the new building system over the last week. >.>

Anywho, screenshots!

The builder NPC; basically the same as the crafter, but only for buildings. >.>
FOr the next update, I'd like to give him his own building which can be placed where ever the player desires.

The Civilization panel which I didn't note anywhere in the change log. This panel shows the bonuses to various workers, along with general census information. 

It is now possible to micromanage your civilization's workforce. Do note however, that workers produce less mana crystals than unemployed citizens; they do, however produce other resources as well.

A pear tree. Does all the things that a pear tree does. 





And that's all that I have for this week. At least this week felt like I did something again. :p

Anywho, until next time,


-Lucas Cady
Project Director

Saturday, July 8, 2017

Wind Carrier; Pre-Alpha 1.65

Hello all!

I apologize for the tardiness; I only had about five minutes of time on the computer yesterday after all of the running and various other things that I had to do.

I did manage to get the scythe class completely re-implemented along with some other stuff.

One of the other things was a vastly improved quest dialogue and explanation system which is almost, but not quite finished and ready. I expect it to be up and running by next week's build.

 But, anywho, to the changelog.


Change log, 1.65


-Updated the Yurt mesh

-Added a puff of grass particle when collecting plants
   (I liked this so much that I'll probably do something like it for each collectable thing :p)

-Added LoD's for the landscapes

-Added a small widget to the crafting menu, telling the player how many of the generic resources that they have


Player Updates:


-Re-implemented the Scythe class of weapons

Note: I reworked how the Scythe combo played out. Before, it had two empty attacks, one light and one heavy. Now it favors level 2. I've included a nifty flow chart for it below. I wanted light combo 1 to be more difficult to get to, with only one route. Now the player needs to choose between massive damage from the heavy level 3 combo or the quick, weak, light level 3 to get back to level 1 to heal.

-Added heavy combo level 2 for the dagger in the form of a thrown explosive.


Enemy Updates:


Dragon Bone Shaman

-Increased walk speed from 200 (?) to a normal 500

-Updated the minion summon logic to be more reliable



Bug Fixes:


-Fixed the player's collision >.>

-Fixed a bug where items would be duplicated if the game was saved more than once in succession

-Fixed a bug where items which didn't require a specific material were uncraftable


Coming Up:

The aforementioned quest dialogue system should be finished by next week... which I said already. :p

I'll also probably work on the throwing ax animations, probably actually get it up to the level of the other weapons. I will also need to work on a better ranged combat option however, probably something as simple as adding a cross-hair and pulling the camera in when holding the mouse button.

But, screenies!


The new yurt mesh. I liked the aesthetic idea of the original yurt, it just wasn't executed as well as it could have been. And the new yurt just needs its texture to be worked on a bit, but that's a future job, me thinks. 


The generic resource widget. Shows generic resources in the crafting menu. Woo. :p

The scythe combo levels. As you can see, the only attack that gets you back to level one is the light level 3 combo. And light level 1 is where the scythe's regeneration attack is. 
Now, in the future, when the scythe has unlockable additional combos, I feel like it will be simpler to return to the level 1 to get that heal. Either that or I'll add more regenerative combos later on.  

I finally managed to kill an Ilhkor'sei! Though I did it by using the dagger's new heavy combo level before I nerfed it a bit. >.>
It still died though.

And then I was destroyed by a Dragon Bone Shaman... This one, I remember clearly, though. I was trying to kill it with only melee and then it got a couple of swings in. I chose to run and it nailed me with a thunder egg. It was nice to get destroyed by it though, made me feel like my enemies are actually starting to be worth something. :p


That's all for this week. I simultaneously look forward and dread next week because there is a good chance that it just isn't going to want to package the first time and I'm going to spend days trying to get it up and working. 
I'll start trying, like, Wednesday. :p

Anywho, until next time.


-Lucas Cady
Project Director