Wednesday, July 17, 2019

Wind Carrier, Alpha 17.7.19

Hello all!

I noticed today, when I went to put this blog up that I never informed that I was going to be taking a short vacation. I suppose I had just thought about it enough to have convinced myself that I had done it. I apologize for that.

Anywho, this week there are a few changes, some restructuring, same old, same old, more or less.


Changelog

-Added icons for transformation HUDs

-Updated the transformation HUD to reflect the updated normal HUD

-Added day/night transitions

-Added a particle effect to the card projectile

-Updated the weather effects for the following conditions:
-Rain
-Fog
-Arid

-Weather is now hidden when placing/managing buildings

-Made AoE markers more visible in general

-Followers no longer block the player's movement

-Followers now take damage over time, which can be reduced by taking different skills

-Followers which heal allies passively no longer heal themselves

-Added the ability for civs that have reached a higher influence level than their current to spawn 'decrepit' levels in accordance with the highest influence level they have attained


Player/Civ Updates:

-The building upgrade widget now has insufficient material amounts displayed in red for better visibility

-Ritual of the Dancing Shrines can now be taken at level 1

-During character creation, can now control the alpha level of the player's markings

-Updated the way that taking skills works
-Skills only need be hovered over
-Clicking will take the skill

-The player no longer naturally regenerates health during combat

-Updated the skill system to stack the multiple levels of skills as opposed to having them all spread around the skill widget

-Added the skill Sate the Spirit
-Reduces the spirit burn of allies
-3 levels


Card Updates:

-PackHound now only spawns minions on transform if there are fewer than 6 followers following the player


EIR Updates:

-All EIR encounters which have negative effects on the player have an AoE around them, encounters changed where:
-Beehive
-Black Arrow Offshoot
-Lavaleaf


Bug Fixes:

-Fixed the scale for the Builder's Hut
-Fixed an oversight, where the follower icons in the HUD would not carry over if the player used a transform card or de-transformed
-Fixed a bug where the old, broken hut wasn't despawned when the quest A Lost Staff was completed
-Fixed a rare bug where a follower bot would despawn for one reason or another and their widget would not get removed
-Fixed the scaling issue with the follower widget



The new, cleaner skill menu - with a new color, might I add! Green indicates a skill that you have taken at least one level for which you can take the next level of. 
The change comes after discussing with a few people about how they felt the skill page looked. It looked messy to me as well, I just needed enough people to tell me to fix it, I guess. :p


It seems that that is the only screenshot that I have this week.

This update seems larger than it really is. Most of this was done the week prior to my vacation, but next week it'll be back to regularly scheduled updates.

Until next time,


-Lucas Cady
Project Director


Wednesday, June 19, 2019

Wind Carrier; Alpha 19.6.19

Hello all!

I am back from my bit of a break and come bearing some updates!

I spent about three hours one day playing Wind Carrier without even noticing that it was that long. To me, that is the mark of a good game: you feel like you've accomplished something and it has held onto your interest without seeming like time was moving at all.

Anywho, changelog!



Changelog

-Added gravesites
-Have a chance to spawn after any enemy is killed
-Can be desecrated or prayed at for 30% of the enemy's influence
-Interacted with by some spells

-Increased day speed

-Upgraded the minor creature spawner to increase usage speed along with increasing the variety of random creatures that can be spawned in any given biome

-Updated the stone material nodes to increase visibility

-Greatly increased the amount of spawners for:
-Stone
-Minor Creatures
-Flying Creatures
-Eir Encounters
-Random Encounters

-Added Wandering Allies to the random encounter spawner pool

-Increased the speed at which the music changes from Day to Night

-Added a night post processing volume which actives at night


Player/Civ Updates:

-Lowered the out of combat regeneration from 3x to 2x
-Also lowered the in combat regen to 0.5x the displayed amount of regen


Card Updates:

-Added PackHound
-Transformation
-T2
-Transforms the player into a hound which also summons 3 faithful hounds as it does

-Added Horned Charge
-T1
-Spawns horns on the player's head which increase their MDM plus replaces their jump with a charge
-Charge has a small chance to stun

-Added Blast of Bone
-T1
-Creates an explosion of bone which scales with the number of gravesites nearby
-Causes negative influence for each gravesite


EIR Updates:

-Added a new completely random spawner type

-Blackarrow
-Offshoots now stun as opposed to paralyze


Bug Fixes:

-Fixed a bug where if the player returned a building to their inventory after starting to place it, but before actually placing it, the player's civ points would not properly reflect this
-Starting civ points are now correctly displayed
-Fixed the scale for the item type pickup icons
-Fixed a bug where the Vulpine fishing village of Tonorhanko would spawn without the prerequisite quests being finished
-Fixed a bug where the Oriilound's death animation looped incorrectly



A gravesite.
The idea totally didn't come to me while designing Blast of Bone. It's another way that the player can make up lost influence, however, so it's a win in my book because there needs to be more ways for the player to affect the world around them.


Horned Charge

The wife designed this one. As I said above, the player's jump is replaced by a charge which does scaling damage and has a small (10%~) to stun.
There is also some art for it which is almost complete. I will show it off once it is done.


PackHound

A transformation card, upgraded from the common Faithful Hound Card. Spawns three Faithful Hounds along with it.
Taking this screenshot, I realized that the transformation HUD could use some work, even ignoring the fact that they attack icons have not been properly made yet.


And here is the card art for PackHound, credits, again, to the wife.


And that's all I have for this week. I think I'll try to make it a habit to play Wind Carrier for an extended time at least once a week, because I noticed tons of issues which weren't brought to my attention, probably because they are tiny things that I wouldn't have noticed if I wasn't the one that designed them. I've still a ton of things on my to-do list from my last play time which range from quality of life, like making the number of resources red when a player doesn't have enough of them to perform the function that they are looking at, to bigger things, like the follower's AI still getting stuck if there are too many enemies around them at once. 
I've still a long road ahead of me, but at least I'm learning shit to make the next one easier to create.

Anywho, until next time,




-Lucas Cady
Project Director


Wednesday, May 29, 2019

Wind Carrier; Alpha 29.5.19

Hello all!

This week I added a new system: the elemental affinity system. It'll be explained lower in the change log.

The next couple weeks, I'll be filling in for a co-worker at work, so I will have less to post about until the middle of June, give or take. I'll probably not post a blog next week, we'll see though.


Changelog

-Added a random merchant that specializes in warpaints

-Updated the merchant 'Aggy' to specialize in cards
-She also now has a larger chance to spawn with more random items in her inventory
-Has a chance to carry any tier 1 or 2 card available in the game, barring uniques


Player/Civ Updates:

-Added elemental affinity
-Each card the player uses increases or decreases their elemental affinity
-A higher affinity increases the damage/healing/status effect potency of cards of the associated type
-A lower affinity lowers the aforementioned effects
-Each race starts with two raised affinities: one major, one minor
-The higher level the player achieves, the more difficult it is for them to change their affinities


Item Updates:

-Added Swirling Sapphire warpaint
-Can be purchased from the aforementioned warpaint merchant


Card Updates:

-Added Saariioisound card art, credits to the wife

-Added Fiery Ribbon card
-Tier 1
-Deals fire DoT then has a chance to stun a single target
-Idea credits to my wife

-Added Oriiolound's Game card
-Tier 2
-Oriiolound's capture card
-Spawns a stationary Oriiolound which allows the player to switch places with it
-Spawns a damaging aoe at both places when switched

-Removed Time Dilation
-I decided that I didn't really care for the idea of playing with time like that. Spirit Walk, both the card and the effect, are still present however.

-Added Sun Blast card
-Tier 1
-After a delay, does a large amount of fire damage

-Added Miirä'dar Nova card
-Tier 2
-Upgrades from Sun Blast
-Miirä'där SunDancer capture card
-Summons a SunDancer which charges a nova over 5 seconds, burning everything around it and finally releasing the charge as a large amount of fire damage


Enemy Updates:

-Renamed Haljuhurtta to Oriiolound and Brass Haljuhurtta to Brass Oriiolound

-Added Miirä'där SunDancer
-Neutral alignment
-Deals AoE fire damage with most techniques
-Only appears during the day

-Miirä'där WaterCarvers now only spawn during the night


Bug Fixes:

-Fixed a bug where the mouse cursor would remain visible after moving away from a building the player was interacting with



The Saariioisound card art, again, credits to the wife.
Probably my favorite card art in Wind Carrier as of now. 



The Miirä'där SunDancer

The opposite side of the Miirä'där monastic society, the SunDancers revel in the light and warmth of the sun which keeps their race mobile and alive. Neither the SunDancers nor the WaterCarvers begrudge the others at all, they both know very well that they need both the sun and the sea to survive. SunDancers guard So'ri'ara by day, while the WaterCarvers guard the night.


And that's all I've got for this week... and probably for weeks to come. 

Until next time,



-Lucas Cady
Project Director


Wednesday, May 22, 2019

Wind Carrier; Alpha 22.5.19

Hello all!

A new blog on the right day - amazing isn't it?

Not a huge amount this week either, mostly gearing up to push the map out further - probably what I'll be working on next week.

I realized this week that the map, physically speaking, is about a quarter complete. I've decided that finishing that should be my next focus - that and adding the remaining races. I finally decided the locations of the other race's home cities as well, though, that doesn't mean a ton when the map isn't finished.

Anywho.


Changelog

-Added a new landscape material
-Adjusted the current map accordingly

-Updated the last of the pine trees

-Added a new idle for the male Saurians


Card Updates:

-Crack art updated
-credits to my wife

-Added Frozen Standard art

-Finished adding sounds to all the card effects

-Added Saariioisound card
-Tier 2
-Upgrades from Fennoc fire
-Follower


Enemy Updates:

-Added Saariioisound
-Aenahi
-Fire aligned
-Capturable


Bug Fixes:

-Fixed some pathfinding bugs with the follower AI class



Saariioisound

It which immolates itself, a minor aenahi aligned with fire. Saariioisound are often seen at a distance on clear nights, glowing brightly and howling at the moon. 



The new Saurian male idle along with a warpaint that isn't quite finished yet. It will likely be named Swirling Sapphire.



The updated Crack art (right) and the new Frozen Standard art (left.) I definitely like the Crack art better, the original thing was far too old. 
As always, credits to my wife for a job well done with her art. 


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

Until next time,



-Lucas Cady
Project Director



Thursday, May 16, 2019

Wind Carrier; Alpha 16.5.19

Hello all!

We're a few hours and a whole day late! Woo!
I was out yesterday for the most part on a date-day with my wife. Today, I had 9-5 kind of work, so here we are, late.

Reworked stuff and updated some others. Not a ton of stuff, but stuff all the same.


Changelog

-Updated the way that minor flying creatures spawn
-They now also spawn in random sizes
-Turn speed reduced across the board as well

-Updated sound effects for a number of cards

-Finalized the influence levels for Ardor

-Adjusted the follower AI

-Added a bite effect to things which bite

-Day/Night spawners now spawn different things based on time of day as opposed to one or the other


Player/Civ Updates:

-If there are no cards in the deck or the discard pile, the deck widget will no longer be visible


Enemy Updates:

-Added the Kairan minor creature

-Redid the meshes, animations, and textures for the Faithful/less Hounds

-Added the Wolf and Packleader enemies
-Stronger than dogs, but with less armor
-Also have access a backwards leap
-Packleader also has the option to summon more wolves


Bug Fixes:

-Fixed a bug with the shuffle indicator; it should no longer suggest to shuffle the deck on game load



The new hound model along with the Wolf and Packleader.
The Treefeller is just there for size reference. 


The floating Kairan.
Mostly a passive creature, very few hunt them for anything even sport.

And that's all for this week. The only creatures left that need a bit of a redoing are the Haljuhurtta and the Ilhkor'sei. And both of those mostly need skeletal fixes and some updates to animations to make the snappier. Probably a few more for both as well.

Until next time,



-Lucas Cady
Project Director


Wednesday, May 8, 2019

Wind Carrier; Alpha Demo 0.1.7

Hello all!

This week is a build week and as such, you can download the newest build from here or from the header up top.

To the changelog!


Changelog

-Updated the fern texture
-Updated the pine tree branch texture
-Added dynamic moss to the stone texture


Item Updates:

-Added the Miiriöyrä Väärääte accessory
-Unique


Card Updates:

-Added Iron Herald card
-Tier 3
-Provides the same benefits as Iron Eye, but none of the drawbacks

-Added the Upheaval of Stone card
-Tier 2
-Upgrades from Crack
-After a delay, does large amounts of earth damage and either knocks enemies up or stuns them


Enemy Updates:

-Added the Crystalline Mushroom enemy
-Spawns swarms of smaller, projectile spawning mushrooms
-Drops large amounts of stone and mana crystals upon death

-Added The Iron Herald unique enemy
-Leonen
-Stronger and more durable than a normal Iron Head
-Drops the unique card Iron Herald on death


Quest Updates:

-Added A Lot of Water
-Leonen
-Requires Feeding Ardor to be completed

-Added The Iron Herald
-Leonen
-Requires Feeding Ardor to be completed


Dream Updates:

-Added A Lot of Water
-Leonen
-Spawned by the quest of the same name


Bug Fixes:

-Fixed a bug with quest spawning on load
-Fixed a bug where at the end of A Few Leaves, the quest giver didn't actually take the leaves
-Fixed a few bugs in the quest log



The dynamic moss. Not super exciting, I know, but it was a bit of a test for myself. Plus, it adds a bit of dynamics to the environment.
I'll probably make a better mask for the actual moss itself, though.


Miiriöyrä Väärääte

Lit. Watering Stump. The unique reward for completing A Little Water.



And at last the new fern texture. 
I'm a bit impressed by myself as it looks to be in the same style as the grass, which, of course, was done by my wife. 


And that's all I've got for this week. 

Until next time,



-Lucas Cady
Project Director

Wednesday, May 1, 2019

Wind Carrier; Alpha 1.5.19

Hello all!

I didn't get a ton done this week. Mostly worked on refactoring and upgrading some existing systems to allow me to create better content in the future.

Anywho, changelog.


Changelog

-Reworked random merchant logic to make creating new merchants quicker
-Only one of any given merchant will spawn now

-Upgraded the capabilities of the quest system to allow more complex quests to be created

-Added another possible Fateful Encounter


Item Updates:

-Added Bundles for each resource to the sales list of all bots
-Each costs 50 mc
-Contains a random amount of the stated resource
-The amount scales based on the player's resource bonus stats


Bug Fixes:

-Fixed a bug where enemies stunned outside of low health conditions regained health when becoming unstunned
-Fixed a couple bugs with the stat comparison widget in the equipment screen


Yeah, as I said, not super duper exciting, but it allows for more exciting things to be added in the future.

Until next time,



-Lucas Cady
Project Director