Friday, June 30, 2017

Wind Carrier; Pre-Alpha 1.64

Hello all!


Not a huge amount of changes this week, my non-game-making life was rather busy this week. But there are a few important updates and as always some bug fixes.

And I have decided to change the build release schedule from bi-weekly to monthly. Depending on how I am feeling, it may go back to bi-weekly, I'll just have to wait and see how the whole flow feels.

Now, onto the change-log!



Change log, 1.64


-Added a new section to the update list: Eir Updates

-Added the 'Paralyzed' status effect

-Added the Male Vulpine mesh


Player Updates:


-Increased the camera rotation range

-When shifting from melee to magic mode using a 'Shift' key, the player will now stop attacking or casting


Item Updates:

-Added the Lavaleaf Mantle
-Craftable


Card Updates:

-Updated several cards which weren't dealing with Eir encounters properly; Fennoc Fire and Hurriscale, to just name two.

-Fennoc Fire
-Slowed the tick from .05 seconds to .1 seconds
-Increased the damage per tick from .5 to 2 or from 10 to 20 for the full duration
-Decreased mana cost from 30 to 20


Enemy Updates:

Vulpine Ritualist

-lowered the warning lifespan globally by 1 second

Note: I felt that the Ritualists weren't at all dangerous at their previous state. I could just dodge and juke around them without needing to really try that hard. I will likely be looking into warning spawns for all the creatures in the game. I have also been contemplating just using windups in animations to cover the warnings and remove the warnings entirely. 


Vulpine Trickster

-lowered the warning time of their base attack from 1 to .75 secs
-Increased the warning time of their teleport from .5 to 1 sec
-Increased the hit-box for melee attacks
-Added combo levels
-Combo level 4 now causes the burning damage, as opposed to every fourth attack (practically the same, but visually distinct now)


***Eir Updates:

-Updated the lavaleaf encounter. It's damage and range now increase as it takes fire damage

-Added the Black Arrow encounter, a large, poisonous plant with multiple offshoots which grow around it


Bug Fixes:

-Fixed a bug where card effects would sometimes spawn outside of the AoE
-Fixed a bug where the Siieri tree wasn't properly taking damage
-Fixed a bug where the player could use cards mid-air


Coming Up:

As this week was rather busy, I didn't get a whole lot of time to work on the scythe or throwing ax animations. The base primitive scythe along with the Female Vulpine idle animation are ready, but they aren't very useful without the rest of the set. :p
So, I will be working on that for next week. Along with more Eir encounters, I feel.

Screenshots!

The new male Vulpine mesh along with it's ever-so-slightly different loincloth and the new Lavaleaf Mantle. I'm happy enough with it for now - and it's infinitely better than the old one as far as I'm concerned.

The female Vulpine from above with a Black Arrow plant. The Black Arrow is a rather large, poisonous plant with negatively effects most races that live within it's habitable region. The Black Arrow flourishes in higher altitudes sparse with other large foliage. The Black Arrow's poison is not potent enough to kill Sjjena, other than hummingbirds, mice, and the like. Although not deadly, the Black Arrow's touch is enough to send a Sjjena into temporary paralysis. If distilled, however, it can be made into a very deadly weapon.


I was going to write more lore about the Black Arrow and a group that actually uses it actively in defense of their settlements, but I cannot find wherever I put the paper with that information on it. :p
Must be with the other hundreds of unsorted creature/lore files. 

I really need a filing cabinet. 

Anywho, until next time,


-Lucas Cady
Project Director


Friday, June 23, 2017

Wind Carrier; Pre-Alpha 1.63

Hello all!

This week I've a decent amount of different updates. I found a huge number of bugs with the influence system and have been working them out as well.


Change log, 1.63


-Updated the Vulpine texture masks to a higher resolution, minimizing tears

-Began filling out the world with creatures, props, and Eir encounters

-Added a small particle to the manaladen lily of the valley to make it more visible

-Added the Lavaleaf Eir encounter

-Added a loading screen


Player Updates:


-Increased the maximum distance the player can zoom out from 500 to 1000

-Can no longer dodge or jump while attacking

-The mouse now controls character facing


Card Updates:


-Adjusted the size of all the decals that show card AoE before casting to more properly fit the card's actual AoE

Thunder egg

-Reduced damage from 45 to 35

-Added Call Lightning, a tier two upgrade of Thunder Egg


Healing Well

-Increased radius and particle spread by 50%


Hurriscale

-Increased particle visibility


Wall of Ice

-Increased damage radius by 20%


Metal Mist

-Increased damage radius by 20%


Enemy Updates:


-Added body part drops for the Ilhkor'sei.


Bug Fixes:

-Fixed a bug where the Ilhkor'sei would sit during combat and not stand back up
-Fixed a bug where the grass wasn't spawning properly in a few places
-Fixed a bug where the PC would occasionally fall through the map on load
-Fixed a bug where the crafting menu's return button wasn't loading properly
-Fixed a dozen or so bugs with the Influence system, mostly relating to properly updating the actual, saved variable.


Coming Up:

For this coming week, working on getting previous equipment up and working is definitely at the top, along with the scythe and throwing ax animations. I've been toying with the male Vulpine model, and it may be ready for next week as well.

But, to the screenshots!


First up, is me getting my ass handed to me by the Ilhkor'sei again. :/
I believe I was attempting to stay at a distance this time, but, as you can see, that also did not work. Bastard's tough, even at level 7.

The drops for the Ilhkor'sei, if you successfully defeat it. They currently cannot be made into anything, but I've a few things planned for them which will also hopefully be added by next Friday. 
From left to right:
Fluff, Tail, Digger, and Hind Claw

The lavaleaf Eir encounter. The lavaleaf has psychotropic effects on its users. Generally, the Vulpine Ritualists will grind the leaves in a mortar and suspend the bits in a suspension of honey and berry juice. This drink is what gives the Vulpine their visions of Koknaakoorna, The Grand Feast. 

And finally the Manaladen Lily of the Valley particles. I noticed that they were far too difficult to spot on their own as they were, so I decided to add a small particle effect. They still do not read in picture form, but, believe me, you can actually tell that they are there when it is moving. :p


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

And until next time,


-Lucas Cady
Project Director

Friday, June 16, 2017

Wind Carrier; Pre-Alpha 1.62, Demo 1.1.0

Hello all!

We've got a new build up this week, which I have dubbed:

Demo 1.1.0

Which can be found by clicking that link. :p

Got some more new Mesh stuff this week. The PC now works entirely on the new system, which, as you'll see, means that as of now the only playable race/gender is the Vulpine Female. The player's attack animations now work properly as well. But, yes, changelog. :p

Note: I just noticed that there are two Vulpine Skull Masks sitting next to the starting shrine, so, enjoy, I guess? :p

Change log, 1.62


-Completely implemented the Female Vulpine, as a side not, it is the only playable race/gender combination as of right now

-Added an NPC that allows you to dye your fur

-Changed a some of the starting equipment for Brigand and Farmer as the items in question have not been yet made to work with the new Vulpine

-Completed all of the dagger animations that were previously completed
-Light combo 1-4 and heavy 1


Player Updates:


-Finished and implemented the color chooser logic

-Finally got the dodge to work as intended, I think >.>

-Moderately increased the size of the dagger hitbox


Item Updates:


-Updated the Vulpine Skull Mask to work with the new mesh

-Decreased armor from 10 to 5

-Now increases health by 10


Bug Fixes:


-Fixed a bug where the player wouldn't have a delay after attacking with the dagger

-Fixed a bug where permanently summoned followers spawned at the starting spawn point

-Fixed a bug where the drop type mesh would not fit the type of drop

-Fixed a bug where the base mushroom wasn't healing properly

-Fixed a bug where items would duplicate on unequip


Coming Up:

I haven't quite thought too far ahead, but I feel that I'll keep reworking equipment to work with the new mesh properly and attempt to get the anims for the scythe and the throwing axe up and going before our next build. Another thing on the top of my list would be getting the male Vulpine modeled and included, but that isn't very likely for the next build.
I was playing Wind Carrier a bit earlier, waiting for the damn thing to upload and I noticed a lot of dead areas within the game - areas devoid of anything at all, and I will probably take a look into that as well. Probably new Eir encounters as well...

But, to the screenshots.

I was attempting to kill an Ilhkor'sei, I opted for the spear, but I truly believe the dagger would have been a better choice. Then again, I as only level three. :p
Note: I found a bug in the packaged version while combating it, which will be fixed for the next build.

Just a shot of the town, deck full of thunder eggs. I really need to remodel the buildings as well. I've so much to do and so very little time! D:


Anywho, that's all I got. I hope you all enjoy the new build. 

Until next time,


-Lucas Cady
Project Director



Friday, June 9, 2017

Wind Carrier, Pre-Alpha 1.61

Hello all!

This week, the game is in a bit of a messy state, about like your house looks ten minutes before guests arrive.

I have mostly completed implementing the new Vulpine to work as the PC. All the finished animations and logic are up and working, but the only animations/weapon available is the spear. All of the spear's base combos (C1-3 and HC1-3) are available, however.

I have found the problem from last week's packaging attempt and am in the process of sorting it out; it's a big'n. As such the next build will be postponed until NEXT week again.

But, onto the change log!


Change log, 1.61


-Added an Alacrity stat to all characters within the game. The higher the stat, the faster their attacks will execute.

-Added some particle effects to a few animations

-Added animations for the Vulpine female

-Spear Combo Two and Three, and Heavy Combo One, two, and three

-Spear Run



Player Updates:


-Updated the PC mesh

-Added the Crit Chance stat, does exactly what you'd expect. :p

-Updated the stats menu to include Alacrity and Crit Chance

-Added a camera zoom function mapped to the mouse wheel



Bug Fixes:


-Finally fixed that damn bug where the weapon the Wind Carrier had equipped wouldn't properly load

-Fixed a bug which caused jittery movement in some enemies


Coming Up:

In addition to getting the packaging issue sorted; for next week, I would like to have the dagger's light combos up and working along with full implementation for the character color picker.

And onto the screenshots.



The new Vulpine as the PC! Along with the zoom... I guess? :p


And that's all I got for this week, not a huge amount to read or see, I know, but a few large changes were made all the same. 

Anywho, until next time.


-Lucas Cady
Project Director



Saturday, June 3, 2017

Wind Carrier, Pre-Alpha 1.60

Hello all!

I apologize again for my tardiness, the game was unwilling to package last night and the day sorta got away from me after that. I've been trying all day to get it to package again, but it seems like this is going to be a bit of a pattern. :p

Anywho, we've got a few small updates and a brand new creature this week.

To the change log!


Change log, 1.60


-Added weapon/item type icons to the pick-up item widget for better readability

-Updated the way the enemy magic usage works, making it much more precise


Card Updates:


-Hummingbird Sprite

-Added an AoE decal for the healing range

Enemy Updates:


-Updated the Faithless/Faithful Hounds to work with the new melee system


-Vulpine Trickster

-Switched to the new mesh

-Decreased melee damage from 60 to 45

-Decreased warning delay from 2 to 1 sec

-Added the Ilhkor'sei, an air/earth hybrid creature


Bug Fixes:


-Fixed a bug where the Faithful Hound would target allies as opposed to enemies


Coming Up:

I'm going to tentatively say that my focus will be on getting all the animations for the female Vulpine up and going this week. I've spent a lot of time in Blender as of late and that doesn't seem like it's going to be changing anytime soon. :p

Now to the screenshots!



The aforementioned icons, used to simplify the UI a bit and make it more readable.



Ilhkor'sei, lit. - it from which all is taken. 

The Ilhkor'sei were once noble beasts of naught by wind and dew. Their domain stretched out across all of Goldrath and possibly beyond. The lithe creatures danced and sung through the atmosphere, using their electricity to help or entertain those creatures rooted to the ground. Long past, however, the Oonivkound, the truth's eaters, grew jealous of the Ilhkor'sei, wishing to soar and command the elements as they did. The Oonivkound, being the deceivers that they were, formulated a plan to get what they wanted. 
An Oonivkound, dressed in the furs of a fallen Ilhkor'sei, infiltrated the Ilhkor'sei's most sacred place, Mount Riilangönnö, bringing with it the seeds of deceit. The Oonivkound called, Kävääd'där, brought with it an enchanted satchel of soil. It told the Ilhkor'sei a tale of finding the satchel at the base of the Mountain and upon tasting it, felt more at peace, more one with the world. For you see, the Ilhkor'sei had always envied the ground-bound denizens of the realm, from high above. Kävääd'där's promise enticed the Ilkhor'sei who immediately began eating the enchanted soil. Kävääd'där left knowing his plan had already succeeded.
The magic soil did indeed do as was promised, it gave the Ilhkor'sei more solid form which allowed them to walk amongst the other creatures, but at a cost. Their control of the forces they once dominated began to slowly slip from their grasp. It was far too late before any noticed what was happening. The Ilhkor'sei grew patches of electric fleece upon their scaled bodies, their movements slowed to a crawl, the grace all but gone. The bloated, slow creatures that were left could barely be called Ilhkor'sei any longer.
Then the Oonivkound began their harvest. They slaughtered the Ilhkor'sei slowly, harvesting the electric fleece from their bodies, weaving it into intricate disguises as Kävääd'där had done before; gaining some semblance of power over the air domain. 
And now, the Ilhkor'sei walk the realms, little more than cattle for the Oonivkound. 


The Ilhkor'sei beside an average Vulpine. They aren't massive, but they do stand head and shoulders over your average sapient. The Ilhkor'sei have a host of melee abilities along with a few magical. It is planned that some Ilhkor'sei will carry satchels of the magical soil, changing their skill sets. 



One of the Ilhkor'sei's remaining air related abilities. After a short charge, a flash of lightning zaps an area, stunning those inside.



The Ilhkor'sei's strongest ability, a quick jab imbued with electricity; if it lands a field is spawned which does massive DoT - best to be avoided. 


There is an Ilhkor'sei for testing purposes on the map currently, but as the game hasn't wanted to package yet, I don't see a point for providing the coordinates yet. :p

Though, I will say that the Ilhkor'sei is the strongest enemy in the game as of now. I think a level 10 Wind Carrier should be able to deal with it. 

Anywho, that's all I got. 

Until next time (and hopefully a new build),


-Lucas Cady
Project Director

Friday, May 26, 2017

Wind Carrier; Pre-Alpha 1.59

Hello all!

I am late!
What else is new? :p

This week, I've got a couple big things, but the change-log is a rather short one; which can be attributed, in part, to the fact that my wireless card finally crapped out after 10 years of faithful service.

Let us have a moment of silence for my dead hardware....

And then the changelog!


Change log, 1.59


-The Temple was always intended to be a bit of an important landmark for the Wind Carrier. I have several functions in mind for it, other than the ones which are already added. Before now it didn't add a bunch; I'm not even sure it did anything other than look pretty. But now:

-The Temple civilization upgrade now allows the player to sacrifice resources to increase/decrease influence levels to discovered civilizations. As the temple levels up, the Wind Carrier will be able to invoke more powerful and more efficient sacrifices, making spreading their influence and their will that much simpler.

-The Temple now allows you to permanently summon a card as a follower. By placing a card onto the dais of the temple, the Wind Carrier can summon the being dwelling within for as long as they choose. If the summonee would fall in combat, they will rise anew a short while later. And at any time, the Wind Carrier can return to the temple and remove the card, dismissing the follower and allowing them to place a different card atop it.

Enemy Updates:


-Haljuhurtta

-Added a charge attack


Bug Fixes:


-Fixed a bug where a blooming Siieri wouldn't drop it's seedpod when gathered.


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

I've not even any screenshots, as there was not enough to take a shot of. :/ 

I supposes I could have taken pictures of the new interface, I legitimately did not think of that until this moment. 

Not a lot, I know. I'm posting this far too late in the evening and I feel myself falling asleep at the keyboard. Which is an odd feeling, I've heard, anecdotally, of friends doing it, but I've never experienced it before right this moment, which, coincidentally, is leading to this pointless tangent and this horrendously long run-on sentence. 

But, yes, until next time...


-Lucas Cady
Project Director

Friday, May 19, 2017

Wind Carrier; Pre-Alpha 1.58, Demo 1.0.7

Hello all!

I did manage to get the game to build, and the newest build can be found, as always, at:

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

and the combined change log from demo 1.0.6 to 1.0.7 will/is on the aforementioned link.

Random thing I noticed: The newest builds have a compressed size of half of the previous builds. Which is odd, since the unpackaged builds are only barely different sizes.

Turns out the problem had to do with me reorganizing my folders within UE4. :/
At tip, for those that ever use UE4, organize your files properly the first time - the re-directors haven't once worked properly for me. It could be just me, I mean, it would not surprise me in the least. But, I've found reorganization is a bigger hassle than it should be.

Anywho, I spent the bulk of my time creating and implementing the female Vulpine's anims. I also rebuild the influence system from the ground up as the previous system didn't account for multiple civilizations of one race; which was a large oversight on my part. :p

To the change log!



Change log, 1.58


-Added some new Eir encounters

-Increased the likelyhood of Eir encounters

-Rebuilt the influence system

-Updated the melee system to be more accurate with the timing of its damage

-Added some animations for female Vulpine: Spear C1, spear casting, spear idle, death

-Updated the way that the animation blueprints play montages


Player Updates:


-Set up everything needed to have to player's melee function properly, just need animations and meshes. :p

-Set up everything for the new animation implementation as well.


Card Updates:


-Updated all cards to properly interact with Eir encounters

-Updated all spell cards with stable ticks as opposed to one based on frame rate


Enemy Updates:


-Changed the mesh and animations of the Vulpine Ritualist to the new female Vulpine mesh


Coming up:

Well, probably more work with the female Vulpine. :p

I've also got a new large creature that should be ready for next week; all that needs to get finished are some animations and then it's done. Well, other than implementation, but that is the easy part.

But, screenshots!

A comparison shot between the previous spear idle and the new idle for the female Vulpine. To me, the new idle speaks more volumes about the Vulpine race's views toward their afterlife than anything else. They aren't overly concerned about death, for the Vulpine believe in a vibrant, festive afterlife and believe that their peers will all gather for an immeasurable feast at the end of their lives; and they wish to be prepared. Vulpine Ritualists  often take a hallucinatory drug - the lavaleaf - to help them communicate with the other side. Vivid hallucination often follow, quite often also leading to their untimely deaths at the hands of one of Goldrath's many predators, at the hands of brigands, or at the hands of the Wind Carrier herself. 


A blooming Siieri, aided by the powers of the Wind Carrier. Siieri seedpods have multitudes of uses: from simple poultices to different types of jewelry and even dyes. 



And that's all that I have for this week. I find myself spending more time on art these days than in UE4, but I suppose that is part of the natural progression of these things.

Anywho, until next time...


-Lucas Cady
Project Director