Friday, October 12, 2018

Wind Carrier; Alpha 0.1.3

Hello all!


Our play-tester has had his time with the new build, so here it is!

Along with that, we've got a couple reworks for menus and a whole host of changes. So, here we go!



Changelog

-Mana crystal drops now change shape and color based on the amount in them

-Added screens for all the remaining tutorials

-Added a stunned animation for anthro enemies

-Reworked the Skills menu to be more readable and allowing me to have more control on its look
-Each skill now also includes the minimum level and the prerequisite skill name in the tool tip
-Reworked the Rituals menu to accomplish the same

-Added some more sounds

-Fixed some resolution issues with the hand widget

-Redrew all the skill icons

-The icons for persistent rituals now change in the rituals tab based on the level of unlocked ritual


Player Updates:

-Decreased the player pickup radius
-Note: This was done because of a change a while ago which made all items pickup on touch. 

-The player can now be stunned
-The chance is dependent on the percent of health damage that they took

-The 'Take Skill' button will no longer show up if the player has 0 skill points

-When using a ranged weapon and not zooming in, ranged projectiles will now spawn 20 degrees above the player's line of sight

-Added the persistent Rituals Ursine Rage I-III
-Akin to a berserker's rage, on melee attack, the player causes water splash damage that scales based on the player's lost health
-Levels II and III also increase the player's armor multiplicatively based on missing health
Note: With level III Ursine Rage and some luck, the player can become invincible
-Level III Ursine Rage also makes the player immune to the new stunned status effect, regardless of health level


Card Updates:

-Added card art for Capture


Enemy Updates:

-Enemies now properly stop and clear their targets when they get too far away

-Vulpine Trickster
-Lowered melee damage from 45 to 35


Building Updates:

-Added a water material that does not implement distance fields to the well water mat

-Buildings with a civ cost of 0 can now be placed regardless of the player's current civ points


Dream Updates:

-Added a checkpoint widget to checkpoints *cough*


Bug Fixes:

-Fixed a bug where dynamic dreams weren't properly streaming out upon leaving

-Fixed a bug where the player could sleep endlessly

-Fixed a bug where the loading screen wasn't loading when pressing continue

-Fixed a bug where equipping a second weapon caused it to disappear

-Fixed a bug where performing a second persistent ritual wouldn't cancel the first

-Fixed a bug in the ritual menu, where if a player selected a ritual they could perform, then without pressing the 'cancel' button, selected another that they hadn't unlocked, the would be able to perform the second, locked ritual
-Fixed a similar bug in the skills menu



The new skills menu. It's actually legible now, so, woo. :p

Now that I look at it, I notice that I should probably make an icon just for the skill point counter up top. Should probably also just not have it display when the player has none....


Anywho, there were quite a few changes that I was rather happy with this week. I feel like this was the most productive week that I've had for a while. 

Until next time,



-Lucas Cady
Project Director

Saturday, October 6, 2018

Wind Carrier; Alpha 6.10.18

Hello all!

I managed to get Wind Carrier to compile and build, but I'm going to delay the next update until our play-tester gets his hands on this build and tests it for a bit.

Anywho, changelog


Changelog

-Added a different song for nights

-Increased the volumes of various UI sounds

-Added UI sounds for the tutorial widgets

-Added more sounds here and there

-Increased the nav mesh size, fixing any crashes that that may have caused.

-Added elemental swooshes, pierces, and spins


Player Updates:

-Drastically lowered the health and mana regeneration gained per level

-Added the skills Banquet of Spirit I-III
-Spawns hungry spirits around the player when they are hit or deal melee damage
-Spirits charge at enemies and explode, dealing AoE damage which scales based on player level and MCM

-Dodge now cancels the current attack


Item Updates:

-Throwing axes now fall more slowly
  -Note: Enemy projectiles also got this treatment


Card Updates:

-Added card art for Call Lightning, Pinecone Bomb, and Shimmering Bubble


Enemy Updates:

-Vulpine Trickster
-Changed the preferred range a bit so it doesn't try to move INTO the player
-Lowered the attack delay from 1 to .75 sec

-Saurian Treefeller
-Now has a larger preference for ranged combat


Bug Fixes:

-Fixed a bug where when upgrading a card, the interface wouldn't properly re-fill itself with cards

-Fixed a bug where projectiles had collision which interfered with their damaging capabilities

-Fixed a bug where the Atmospheric Fog actor was causing lighting issues

-Fixed Vulpine Garb's value - is no longer 0

-Fixed a bug where, if the player entered a cities stream range while transformed and then de-transformed, the city would stream out

-Fixed a bug where, when teleporting closer to the player, followers would sometimes spawn in the ground, forcing them to teleport infinitely

-Fixed a bug where follower widgets wouldn't properly despawn occasionally

-Fixed a bug where the poison from a combo level 4 dagger attack was despawning as it spawned



The Elemental swooshes mid-swoosh. They also come in different shapes and sizes based on the attack that was used. 

In order:
Physical, Air, Earth, Fire, Water, Spirit


Card Art:

Call Lightning, Pinecone Bomb, and Shimmering Bubble, respectively


I spent far too much time this week working with distance fields in UE4. It ended up being far too expensive for what I wanted them for. Though they are still active on the water material. 

I feel like I've been having a bit of an off time recently. I probably won't even get a lot done next week as I've a crap-ton of running to do. Bleh. 

Anywho, until next time



-Lucas Cady
Project Director


Saturday, September 29, 2018

Wind Carrier; Alpha 29.9.18

Hello all!

This was supposed to be a build week, I know, but I have to push it back until next week at least.
I've a new computer, courtesy of my beautiful wife!
Alas, because of this I had to install, well, everything again and I spent most of my day just getting to the point where I could potentially build it and start to package and upload, but I don't even have my packaging software yet... note to self: download 7zip.

On another note, the changelog is still on my previous computer. I only remember a couple of the things and as such will just add that changelog to next week's changelog. So, I guess this is just a quick update to inform what's happening.

So, until next week,



-Lucas Cady
Project Director

Saturday, September 22, 2018

Wind Carrier; Alpha 22.9.18

Hello all!

A larger changelog this week, with a few significant changes and a couple firsts. The S'Hae is being held off until next week because our play-tester didn't get to actually test it last week because I screwed the test dream all up. :p

Anywho, onto the changelog!


Changelog

-Added hit-sparks to anything and everything

-Added a moderate screen shake for melee attacks

-Adjusted some (read: most) attack animations to read better and generally feel better to use


Player Updates:

-Clamped the effects of MCM and Alacrity to 10% - 200% and 50% - 200% respectively

-Added the skills Bloodfire Engine I - III 
-The first unlocks a ritual of the same name, Bloodfire Engine
-Bloodfire Engine converts the mana cost of cards into health cost at a 10/25/50% rate, allowing the player to gain the Sanguine multiplier on spell cards even when mana is more than sufficient

-Added a 'Dismiss Current Ritual' button to the ritual screen
-Does as you would expect and cancels all active ritual effects


Item Updates:

-Added the Ember Cradle accessory
-First equipment to implement the unique effects system
-Has a chance, when player is hit, to spawn a patch of fire underneath the player which does level dependent amounts of fire damage to enemies


Enemy Updates:

-Increased the range at which enemies will despawn

-Enemies can no longer spawn as the player is

-Added the Ember Father Saurian enemy
-Ranged artillery
-Tosses explosive embers
-Rarely drops Ember Cradle Accessory

-Added the S'Hae

-Adjusted the Leonen Iron Head's attack ranges to make it more consistent
-Increased the size of his weapon collision as well


Bug Fixes:

-Fixed a bug where some enemy magic didn't have a proper element assigned to it



The hit-spark for fire element attacks. 
The hit-sparks look mostly the same, aside from the colour and the small particles that escape from the center. I may make those smaller bits larger to emphasize the element. 


Bloodfire Engine III

The first persistent ritual, or rather, it's final form. I intend to have all active rituals be accompanied by a particle effect to remind the player that they are active. It may change in the future, but this is what we've got for now. 
Persistent rituals will provide a unique, multi-level effect - nothing like simple stat bonuses. I've another in mind that gives a chance when spawning creatures to spawn 1-2 extra for free, for example. 
Bloodfire Engine was just the first that I had fully fleshed out, which is odd because it just came to me on a walk yesterday. I've had other ideas just percolating in my head, but nothing that completely got worked out.
Oh, as a side-note, adding Bloodfire Engine got me to get all the code out of the way and the couple new classes so that adding new persistent rituals shouldn't be too much work.

Note: all persistent rituals should save with the player, if not then I guess I suck. :p


I should really write out instructions for myself about how to implement a new this and that; it's getting kinda out of hand in a way. :p

Anywho, that's all I have for this week, 
until next time,



-Lucas Cady
Project Director

Saturday, September 15, 2018

Wind Carrier; Alpha 15.9.18

Hello all!

Again, a short week, but the S'Hae is a hair away from being finished.

Let's jump right into it!


Changelog


-Added a back-plate to equipped items

-Increased the icon size for equipped items

-Adjusted the drop logic for items/materials from enemies.
-Now there is no chance that larger creatures (Haljuhurtta, S'Hae, etc.) will drop nothing
-The change has no effect on creatures that would only drop nothing or 1 thing at a time
(Faithless Hound, Vulpine Ritualist, etc.)

Player Updates:


-Cards whose mana cost is higher than the combination of the player health and mana will now appear in a dark blue in the hand widget


Bug Fixes:

-Fixed a bug where in the equipment screen, when unequipping an item, the hover text would remain

-Fixed a bug where the equipment screen hover text would become visible even if nothing was equipped in any given slot

-Fixed a bug where the scythe equip socket was 10 degrees off from where it should have been

-Fixed a bug where the talk widget was still disappearing too quickly

-Fixed a bug where: Fennoc Breath, Fennoc Gout, and Rockdancer's Descent were not rotating properly when used



A quick screen of the new wood-esque back-plate, along with S'Hae related equipment icons.


The S'Hae will be in the hands of our play tester this week, so if there are any unintended bugs with the way that it works, hopefully they will get found and sorted this coming week. Other than that I've one more piece of equipment to finish that I decided to add at almost the end and the texture for the S'Hae needs a bit of work. And then it's done! And I can start doing other things than working on it! Woo!


Anywho, until next time,



-Lucas Cady
Project Director

Saturday, September 8, 2018

Wind Carrier; Alpha 8.9.18

Hello all!

I'm almost on time this week!

This week I spent working on getting everything S'Hae related finished up and ready. I can happily say that 90% of everything for it is now complete. The only things left to do are: equipment icons, crafting recipes, and the small meshes for the its material drops. Oh, and couple of textures because I keep forgetting to do them. :/

Other than that, this week had a couple of quality of life changes, mostly dealing with card usage and the health as mana mechanic.

So, to the changelog!


Changelog

-Dropped items now have a particle effect to be more visible


Player Updates:

-Cards which cannot be cast with mana alone are now tinted red

-Added the Insufficient Mana tab to the card usage tutorial
-Outlines using health as mana

-Increased readability of card usage




I give you the S'Hae Shell, Shell Helm, and Magne Gauntlets!

The Shell armor focuses more on the defensive aspects of the S'Hae - specifically the magnetic armor that it generates for itself. 


And here are all the S'Hae weapons!

The only texture that is incomplete is the throwing ax - seen in the middle on the far left side. Everything else is done. 



I'm not making any promises, but we're getting very close the the S'Hae release. I'm quite excited because it is the biggest creature that we have put together to date. Let's just hope it isn't super buggy when I'm not watching it carefully. :p

Anywho, until next week,



-Lucas Cady
Project Director

Sunday, September 2, 2018

Wind Carrier; Alpha Demo 0.1.2

Hello all!

As this week is a build week, you can find the new build: here

As for this week's changelog, there isn't a lot to write. I spent the most of my time working on S'Hae related things.

I had to cut one of the planned attacks for the S'Hae, but with that I can say that it is complete, save for the equipment.

I've designed both armor sets along with all the weapons. I've only managed to model two of the weapons, however.



The S'Hae Carver
-dagger

The carver is complete, texture and all, as you can probably see. I may want to do something more with the inside guard, but who knows?


The S'Hae Gouger
-spear

The gouger is mostly complete. I just need to finish the handle texture. Here it is seen without anything but coloured materials in Blender.


Anywho, that's what I got done for this week, it's not a bunch, but it is what it is. I'm a bit bummed that the S'Hae isn't completed yet, not much to do about it though. 

Until next time,



-Lucas Cady
Project Director