Saturday, March 17, 2018

Wind Carrier; Pre-Alpha 1.91

Hello all!

A few big changes this week, along with some optimizations and things that will help speed up our asset creation pipeline!

Fun stuff.

Oh! And that member from last week? His name is Buttomancer. You can find his DeviantArt here, for those that are interested.

Anywho, onto the changelog!



Changelog, 1.91

-Retop'ed and updated the Vulpine Female and Male meshes.
-I noticed that there was quite a bit wrong with them both, thus I fixed them
-Rolling out new warpaints, armor, and animations should be faster with these
  changes
-Added the Sauria (formerly unnamed lizard race) Female and Male meshes
-Saurian officially added as a playable race
-Races and genders now have different starting stats, with Vulpine filling the generic 'Human' roll and having the baseline stats
-Races and genders now have different mesh scales
-Added a fair amount of equipment icons


Player Updates:

-The armor stat is no longer clamped at 95, but it's effects are.

-Note: This way, stacking armor is still effective against things like % armor drain. 
Example: 
Old: The Wind Carrier's armor is at 95 (old max), their armor is drained by 10%, their effective armor is now 86.
New: The Wind Carrier's armor is 110, their armor is drained by 10%, their effective armor is now 99, which is still above the 95 max, meaning their armor is still at maximum.
-Added a small widget to the equipment screen telling the player what is actually equipped in which slot

Item Updates:

-Added Ob'dar Wedge
-scythe, craftable, Vulpine

-Added Ob'dar Piercer
-dagger, craftable, Vulpine

-Added Ri'där Tail crafting material

-Added Ri'där Leather crafting material

-Added Ob'dar Crystal crafting material

Card Updates:

-Added the Crashing Sky card
-causes several small meteors to rain from the sky on player attack


Bug Fixes:

-Fixed a bug where double clicking on a material in the inventory would remove it from the inventory. Usable materials, such as the mushy item, can still be used by double clicking

-Fixed a bug where A Lost Staff wasn't properly giving the player access to Lizard crafting trees

-Health and Mana are now properly truncated in the stats menu





The four reworked meshs. Never again will I be redoing these. Updating them? Probably, but never again redoing them. 

On the Sauria:

A vast tidal marsh lies to the south of Granforn. Depending on the time of the year and the moon phase, large swathes of it may be revealed or sunken. The peoples that once inhabited the marsh, the Sauria, were reverent of the power that they recognized from the moon, and it's ability to shape their daily lives. A priestess caste within their society, the Kuutar, were akin to royalty amongst the other races. The daughter's of the moon wore garb of naught but feathers and vine; something which was not to be tolerated within Leonen society. Driven by what her father had taught her, a young commander within an away party, Socor Glass, offered a wrap of deer skin to the high priestess, Sies Kää'där. Sies, only speaking Keili, mistook the offering as a threat. By the end of it Sies lay dead, along with most of the relatively unarmored Saurian hunting party. Raids on Marnor, a southern town of Leonen make, and Granforn proper followed. Socor was sent into exile across the Sea that bare her family name in restitution, but the Sauria took it as an insult. Misunderstandings lead to the sacking of Minaavaane and the subsequent exile of the Sauria to their new mountainous local, Käykäl'niis. 
Käykäl'niis lay within a mountain pass, almost encircled entirely. The Sauria had had trouble adapting to their new environment, having been almost amphibious before. Water is not necessary for their physiology; though for their psychology, that is another matter. Without the marsh, their farming had come to a stand-still and their priestesses had had to learn to practice their rituals dry. 
After Sies death, her younger, Raas Obaduur, took her place as the leading matriarch and Kuutar high priestess of the Saurian faith. The septuagenarian always felt that she could never fill Sies absence, and unintentionally elevating Sies to the height of Sainthood. A cult was founded around her, the Kär. 
The Kär were peaceful as far as cults went, but their rhetoric was what really made them dangerous. "Those of fur and hair are akin to the Great Blasphemer and must be treated as such." And what made matters worse was another enemy, one of fur and hair. The Vulpine of Kerankohora loved to wander, and while the Sauria kept to themselves, they could not tolerate invasion, intentional or not. Many a Vulpine Ritualist would end up as a slave under the Kär.




The Ob'dar Wedge and the Ob'dar Piercer
Both made from parts of the Ob'dar or it's symbiotic partner, the Ri'där 
I've a couple more weapons from this group, they just didn't make it in this week.

As a random aside, I have decided that I should probably include making the actual icon to my workflow with equipment. As is, I have 30~ icons to make for next week, which is not an ideal thing to be doing. u.u
I'd much rather make the mesh, texture, and icon all at once, which is how it will be done from now on.


And that's all I've got for this week. I'm excited about the speed at which I can roll things out now, it's almost ridiculous comparatively.

Anywho, until next time,



-Lucas Cady
Project Director

Saturday, March 10, 2018

Wind Carrier; Pre-Alpha 1.90

Hello all!

Not a lot of changes this week, but a couple of big ones.

We've also added a new team member, though I have yet to consult them on how they want me to refer to them, so more on that later. >.>

So, lets get to it!


Changelog, 1.90

-Added Folgolla Wood, Folgolla Sap, Kiwi Egg, and Blood Flower Bundle to random NPC stock

-Added a Hummingbird Merchant random encounter

-Carries different merchandise than larger merchants

-Added card duplication via the Duplicator's Yurt

-Added the Transform card type



Card Updates:

-Updated Metal Shield card, renamed Shield Rush

-Now spawns a hummingbird sprite which pushes the shield forward, knocking back enemies              and dealing damage

-Updated Fennoc Breath card

-Now spawns a vulpine ritualist which stands and casts the breath spell
-Increased damage/sec from 1 to 7.5
-Increased duration from 6 to 7

-Added the Consielle Transformation card

-Drops rarely from a circling Consielle


Building Updates:

-Added the Kiwi Farm building

-craftable, increases produce and hide rates

-Added the Duplicator's Yurt building

-craftable, increases mana crystal rates, mana regen, and population
-spawns a card Duplicator that can duplicate any card that the Wind Carrier has
  owned for Consielle Tears. Legendary cards are unable to be duplicated.



The Kiwi Farm building,
spawns kiwis!



The Duplicator's Yurt
As mentioned above, any card that the Wind Carrier has ever owned will be craftable from the Duplicator. Each card, based on tier, will cost: 1, 5, or 9 Consielle Tears.


Transformation:

Transformation cards allow the Wind Carrier to turn into a variety of different creatures and forms. Each transformation is complete with its own animations and skills, only forcing the player to revert after they have lost all of their health. 
Transformation cards scale off from the Wind Carrier, making the same basic crow transformation relevant at level 1 and level 100. 
I would like to have at least one more transformation card implemented before the next build, so expect that.

With the logic for transformation complete, the only code left to do is the mount system, which still needs to be worked out in terms of what mounts will actually be used for... if at all.

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


Until next time,


-Lucas Cady
Project Director

Saturday, March 3, 2018

Wind Carrier; Pre-Alpha 1.89

Hello all!

Worked on some optimizations along with a few additions.

I also failed to add far too many things this week that I tried, which was a bit of a bummer.

Anywho, to the changelog.



Changelog, 1.89


-Enemies now despawn after getting too far away from the player
-Officially added the minor creature class of NPC's
-Has positive or negative effects on the environment, depending on the
  Wind Carrier's actions
-None of them will be combative


Item Updates:

-Added the Shale Glaive
-Added the Folgolla Sap material
-Added the Folgolla Wood material
-Added the Shale material
-Added the Kiwi Egg material

Minor Creatue Updates:

-Added the Kiwi
-Added the Ficblaed Whelp

EIR Updates:

-Added the Folgolla Tree encounter


Building Updates:

-Added the Bloodflower building
     -Credits to my wife for flower texture

Bug Fixes:

-Fixed a bug where EIR encounters weren't taking damage from player weapons


The Bloodflower decoration.


The Folgolla Tree

The Folgolla tree is known for its highly nutritious sap. Many different species of insects and small mammals sustain themselves with the help of the Folgolla.


From left to right:
Folgolla Sap, Folgolla Wood, and a Ficblaed Whelp



One of each of the variants of Kiwi
Often found in groups of 4 to 7


The Shale Glaive
Currently the strongest spear save An Earthen Spire. Has the longest range of any of them.



I actually had a few screenshots to show this week. Anywho, that's all that I have for this week.

Until next time,



-Lucas Cady
Project Director


Saturday, February 24, 2018

Wind Carrier; 1.88, Demo 1.2.0

Hello all!

Our newest demo is now available, as always, from here.

And our changelog for this week will follow shortly. I've not got a lot to say about it, other than getting creatures to fly in three dimensions within UE4 is more trouble than it really should be... but I did it!


Changelog, 1.88

-Finished the Rituals tab in the player menu

-Adjusted map textures and colours again; hopefully for the last time

-Increased the draw distance for drops


Player Updates:

-Added the Ritual of the Circling Skies skill

-Changed Ritual of the Homebound to target the player's home building


Item Updates:

-Added the Consielle Feather creature drop

-Added the Consielle Tear creature drop


Enemy Updates:

-Added the passive Consielle creature


Building Updates

-Added the Consielle Pedestal building


Bug Fixes:

-fixed a bug where occasionally you could craft when the player had zero of a material


To the screenshots!

The passive Consielle
The watcher of the sky and stars, its single, unblinking eye stares endlessly into the void, watching for something that no other can predict.
Attracting the attention of a Consielle may be beneficial to the Wind Carrier.

Note: Credits to my wife for helping me to actually get the thing to look right while it flies. >.>


The Consielle Pedestal
Designed with the watcher in mind, it draws a single Consielle to guard the skies above it.



The Ritual of the Circling Skies
The Wind Carrier draws for the power of their namesake and lifts herself into the air. The ritual allows the Wind Carrier greater range of vision... 


Along with the possibility of attracting any circling wildlife...


And that's all we have for this week. 
It feels good to have uploaded a new build, rather exciting, in fact.

Until next time,


-Lucas Cady
Project Director




Saturday, February 17, 2018

Wind Carrier; Pre-Alpha 1.87

Hello all!

Another week, another set back. >.>

Not SUCH a huge one this time, but long story short, I won't be able to work on sounds for a while since the sound drivers I was using don't actually work with Windows 10, it seems. :/

Anywho, we've got some changes, as per usual; mostly updates to existing things, along with the addition of tutorial quests.

Anyway, let's get to it.


Changelog, 1.87

-Added some widget art

-Updated enemy AI a bit

-Added the "Key item" tag to keep the player from destroying irreplaceable items

-only the homes and Tho-to's Camp­ are currently key items

-all key items also have a scrap value of 0


Item Updates:

-Added the Bedroll crafting drop

     -drops from Vulpine Ritualists


Enemy Updates:

-Faithless Hound hide drops adjusted from 1-7 to 3-6

-Haljuhurtta hide drops buffed from 5-10 to 8-15

-Ob'dar hide drops buffed from 3-5 to 5-10

-Updated the Sundrinker's potion explosion to work with the new cell pp

-Updated Brindlebark's seedling explosions to work with the new cell pp


-Vulpine Ritualist

     -Ritual Red is now a rare drop, as opposed to a normal one

     -Now drops Vulpine Bedrolls as normal drops

Quests Added:

-Added the quest Fresh Water

-Added the quest A Place to Grow

-Added the quest A Trade

-Added the quest Worshipping the Winds

-Added the quest A New Home


Building Updates

-Added the Vulpine Campsite building

-Added Tho-to's Camp building

-Tho-to's Camp­ grows in power as you complete tutorial quests


Bug Fixes:

-Fixed a bug where the rain actor interfered with the cell post processing effect

-Fixed a bug where Fennoc Fire was blocking enemy movement



Work still continues on the previously unnamed S'Hae along with work on another new creature, the Consielle.
Next week I'll likely place a build on itch.io, since it's been long enough, me thinks.



Tho-to's Camp, along with Tho-to himself, your resident guide to the beginnings of Wind Carrier
Now you can despawn him if you hate the way that he is always asking for your help with things! :D


The Vulpine Campsite.
An open-air camp meant to house five individuals. Great for boosting population, not for much else though...


And that's all that I have for this week. 
So, until next time,



-Lucas Cady
Project Director


Friday, February 9, 2018

Wind Carrier; Pre-Alpha 1.86

Hello all!

Another week, another blog post - we've got additions, updates, and quality of life fixes.

To the changelog!


Changelog, 1.86

-Updated most spell effects to work properly with the cell post processing volume

-Fixed some map seams

-Populated the map with more props and encounters

-Added new crafting materials

-Increased the likelyhood that a wandering allies will spawn

-Adjusted the cell post processing volume to stop it from making grass glow

-Random dreams can now be dismissed by pressing the 'F' key
Note: It felt to me that sometimes they would actually just be in the way if you wanted something else that was dropped nearby or simply didn't feel like dealing with it at the time. 

-Re-generated landscape LOD's that apparently didn't carry over the last time that I had to migrate projects

-Updated the reputation system to make more sense for the world size

-Added a few sounds to the menues

-Spawning near buildings that generate NPC's should properly have them generate said NPC's


Quests Added:

-Updated Feeding Ardor to work with the new quest system

-Added the quest A Lost Staff

Building Updates

-Added Material, Martial, and Mystical player homes

-Each upgrades from the base


Bug Fixes:

-Fixed a bug where The Missing Mate wasn't working properly

-Fixed a bug where dreams were still dropping within dreams




A lonely lost staff :(


The Martial Home


The Material Home.


The Mystical Home.


The three homes that you can choose are akin to your player class and your civilization's class. Choosing one or the other will open up different avenues for questing and interaction within the world. A Warlord is more likely to respect a Martial Wind Carrier as opposed to a Material one. 

Each home will have three upgrade paths to choose from, culminating in nine possible endgame classes. 

The aforementioned creature from last week is still under development. It's mesh and skeleton are complete, the only things missing are animations, textures, and coding. I'm excited for this one, whenever it happens. :p

Anywho, until next time


-Lucas Cady
Project Director

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