Saturday, February 3, 2018

Wind Carrier; Pre-Alpha 1.85

Hello all!

Another week, another round of changes.

Let's just dive right into the changelog


Changelog, 1.85

-Changed a handful of particles to mesh particles

-Added more grass variation

-Updated AI wandering

-Resized a few of the creatures

-Mana crystals harvested from the environment now scale with player level

-Increased the spawn rate of enemies and encounters across the board

-Most smaller enemies should always spawn now; the same with most smaller encounters

-Enemy spawners no longer spawn enemies near player buildings


Not a huge list, but we've also finished work on the Cherished One, which is all but implemented. It's currently having a problem with turning invisible at the end of its attacks, which is the only thing that keeps if from being added entirely.

We've also been working on another new creature, something of a more quadrupedal nature, which should be boned and animated by next week. And hopefully it won't have issues with disappearing. >.>

Screenies!

Something I failed to mention! It's the level two lizard hut. I haven't quite worked out level one yet. >.>
But! I decided that I would create racial buildings which would have different bonuses and whatnot based on the race. For example, the Vulpine hut increases population more than any other, whereas the lizard hut will increase your personal, passive magical abilities.

The Cherished One and one of its abilities. I like the way it looks and the way it spins, but goddammit if that bug isn't dampening my feelings for that whole creature. >.>


One of the resizes that took place. The Ilhkor'sei was apparently too large, so sayeth its original designer, so I toned down the size a bit. It still packs the same huge wallop however, so watch out.


And that's all that I have for this week. 

Until next time!

-Lucas Cady
Project Director

Saturday, January 27, 2018

Wind Carrier; Pre-Alpha 1.84

Hello all!

Our computer has finally arrived!

Well, it arrived, like, 4 days ago, but I wanted to get to work immediately and give a bit of a surprise update. I've been working diligently for the past few days in our new, very small office - it's more of a corner, really. But we are back!

This week I had to fix a few bugs that were caused by yours truly while attempting to remember how to work everything. *cough*

Along with those, I managed to add a few buildings and work on a new enemy is almost complete.

Why am I rambling on? To the changelog!


Changelog, 1.84

-Added a pop-up to the upgrade option for buildings, which details how much it costs and the amount of the resources in question that you have

- Added a more efficient means of adding quests

Building Updates

-Added level 2 Yurt

-Added level 3 Yurt

-Added level 2 Well


Bug Fixes:

-Fixed a bug where upgrading a building would cause the player to lose control of the camera



Well lvl 2


Yurt lvl 2

Yurt lvl 3

The aforementioned enemy, a Cherished One. 
A cherished one is the remains of a vulpine whose sins were too grievous for the elders to allow them into the afterlife. Their arms were removed and cast into the sea to keep them from repeating their crimes. They are wrapped and interred in a cloak of the cherished as all criminals are, which is thought to keep their spirits safe as they wander endlessly until the day when He Who is Made of Feather and Bone devours them.

And that's all I've got for this week. I must say that it does feel great to be back to working after such a long time. We'll see all what I can get done in the next coming weeks - I'm excited. :p

Until next time,


-Lucas Cady
Project Director

Saturday, January 13, 2018

Quick Update!

Hello all!

I just now thought to change the password which I had had saved for this e-mail on our computer... I guess I'm still a bit shocked by the move, but! You don't really care about that! :p

A couple things:

Wind Carrier lives, our computer has still not arrived yet, which you can blame on the slow Finnish postal service, and we have still been hard at work.

I've personally done an enormous amount of concept art and quest design over the last month and some.

I'm hoping that the computer will arrive within the next week or two, Monday would be nice. :p

I will inform you all once it actually arrives and work begins properly again.

Until then,

-Lucas Cady
Project Director

Monday, November 27, 2017

Wind Carrier; Demo 1.1.7

Hello all and holy crap.

That took much longer than it really needed to. I attempted to package and upload the project on Saturday, but there were tons of redirect errors after changing from UE4 4.14 to 4.18. I most of the day Saturday cleaning those up and other errors that needed to be fixed before it could be packaged. After cleaning all of those up, it still wouldn't packaged, so I decided to leave it for Sunday.
Sunday rolls around and I decide that the best course of action would be to migrate to a fresh project. I start that and it takes a couple of hours. Then I go to package it and there are two dozen more problems from migrating. I work all of those out and package again. It finally works! But, what is this? All of the damn widgets are the wrong size. So, I pack it up for the night and start fresh this morning.
And the widgets took far too long to fix and I had to fix an issue with it fullscreening itself and... goddamn. But, it is ready, finally. :p
I'm not entirely sure that what was accomplished this month was worth all of that but, here it is.

I didn't even record what I had done this week as most of it was attempting to fix another error with the cell shading pp effect. Turns out that it was just the damn fog actor screwing with it. :/
Also turns out that the cell shading screws with translucency and, thus, particle effects. I've a plan to change all of them into practical meshes, but that'll have to wait until we get everything ready and set up on the other end.

A reiteration, for the next two weeks to a month I will be inactive and no progress will be made. It really depends on how long it takes for the computer to reach its destination and how long until we can borrow a monitor.


Right, right!
I forgot all about this. 
Added: Merchant Cart
Allows random merchants to come and peddle their wares. 
Note: Random merchants will no longer spawn natively in the player's civilization. They will, however, continue to spawn elsewhere as before.


And then a couple of random screenshots!


Woo!

And that's that... my focus has been less on Wind Carrier and more on our impending move, so I apologize (mostly to myself, I guess) that neither my output nor my work have been the best as of late. I really look forward to being able to actually get back to working on Wind Carrier like it should be. 

I will likely update the blog once I first get access to a computer, whether mine or someone else's.

So, until next time,


-Lucas Cady
Project Director

Saturday, November 18, 2017

Wind Carrier; Pre-Alpha 1.83

Hello all!

This week should have been a build week, but I'm going to push it off until next week. My reasoning for this is because after next week, the blog, and anything Wind Carrier related, will be taking a hiatus that will last somewhere from two to three weeks.
Monday the 27th, my work computer will be wrapped up and in transit to our apartment in Finland, which will make working on it rather difficult. :p

But! Worry not! As there will be one final build before that whole thing commences and that will be next Saturday.

Regularly scheduled work and builds will continue after that.

So, onto the, still short, changelog!




Changelog, 1.83


-Finished the female Lizard mesh


Player Updates:

-Nerfed health and mana regen growth from .5/level to .25/level

Quest Updates:

-Added the quest, Put to Death


As I said, I managed to finish the quest that was in the works, along with the minor changes that needed to be done to the Lizard female mesh before it was actually ready. All that needs to be done for the actual race to be implemented (other than 10.000 things) is to finish up the male, which is in the works, and re-implement the race choice at the beginning!  
I'm fairly excited about that.
Along with the aforementioned, I also started work on a few weapons with physics based components - partially because I wanted to know exactly how all of it worked, because I like dangly bits, personally.

Anywho, screenshots!


The start of Put to Death



The Lizard female and one of the aforementioned weapons.
Note: I did, indeed, notice that the eyes need to be rotated. :/


And that's all for this week. I feel like I need to rework the grass again. >.>
Just a random thought. :/

Anywho, until next time,



-Lucas Cady
Project Director

Sunday, November 12, 2017

Wind Carrier; Status Update

Hello all!

Again I am late, but at least I wasn't actually home much yesterday. :p

Amongst the impending move and my mother coming up to visit, I hadn't a ton of time for work this past week. As such I am not changing the game version at all, and simply explaining what I was working on.

I am just about finished adding the female Lizard back in - the only problem that I can see is there is a bit of a UV problem on her left cheek. She should be sorted out this week; time permitting.

I also worked on a new quest this week. The only thing that needs to be finalized for that is the actual quest dialogue, then that should be good to go.

I also made a few minor alterations to leveling and fixed a couple bugs; all of which will find themselves in the next changelog, which will be next week at the normal, scheduled time.


Until then,


-Lucas Cady
Project Director

Saturday, November 4, 2017

Wind Carrier; Pre-Alpha 1.82

Hello all!

Another week, another update - this time a bit bigger than last, but still not huge. :/



Changelog, 1.82

-Finished up the new post processing effect

-Added something that should have been there a long time ago - Wind :p


Player Updates:

-Nerfed Spear H Combo 3 multiplier from 1.45 to 1.25

-Nerfed Dagger H Combo 2 multiplier from 2 to 1.35

-Combo now decays back to 1 after 3 seconds of inactivity

-Decreased the lifespan of Scythe Combo 1's regeneration from 5 secs to 3 secs (from 30% of damage healed to 18% of damage healed)



Item Updates:

-Added the Wind Scarf accessory, craftable from Haljuhurtta parts


Bug Fixes:

-fixed a bug where, when weapon swapped, the weapon being unequipped would be duplicated




All I have is this one screenshot! D:
But, it illustrates the completed shader (at night) and the wind that now blows as wind does.


Until next time,


-Lucas Cady
Project Director