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

Saturday, October 28, 2017

Wind Carrier; Pre-Alpha 1.81

Hello all!

I'm going to omit the normal format for this week because there is only one real update, but it's a big one.
Oh! I am also sick, again, because of co-worker negligence, again. So, excuse me if anything that I say is a little less than coherent.

Note: Ignore the sky!

I guess there were actually around three~ changes which all are illustrated here, at least a bit. 

  1. I changed the way that weapons equip to the body. Originally, they were done through skeletal meshes, but now they are simply statics which are attached to sockets. This was done mainly with bows (and other things which must move) in mind. It also allows for weapons to be visible on the body while not actively equipped. 
  2. Another post processing effect. The shader itself is almost done, save its effects on the sky. I was working on the mostly yesterday and hadn't gotten around to it. Expect the completed shader by next week.
  3. And finally, we upgraded to UE4 4.18! Woo! The only reason I did this is because UE4 now has its own clothing tool integrated straight into the engine! Which means soft things, like the leaves on A TreeCleaver can flop around as they should! Which can kinda be seen here. Kinda. 
And that's it! At least I got important things done this week I say to myself. Now next week, I should actually be able to get A Poisoner's Paradise working along with maybe adding the bow weapon class. 

Anywho!

Until next time, 


-Lucas Cady
Project Director

Saturday, October 21, 2017

Wind Carrier; Pre-Alpha 1.80, Demo 1.1.6

Hello all!

Our newest build is up at the usual place. And as always, can be found from that rather blocky widget up there at the top of the page.

This week I have literally two changes. Well, probably more than that, but I only recorded two changes in the changelog. So, lets get that over with. u.u


Changelog, 1.80


Player Updates:

-The player now can name themselves!


Quests Added:

-Re-added the quest The Missing Mate


Woo! Wasn't that just a trip?

The only reason the naming thing was added this week was because one of our playtesters mentioned something about it and I was like, "Oh, right." And thus this change came to pass. 

Coming Up:

Hopefully more than this week. This week the wife and I were quite busy doing this and that in preparation of our move. I managed to make a few tiny props in blender, but each time got to the texturing part and then remembered, right, I don't have a functioning tablet. But, yeah. 

Until next time u.u


-Lucas Cady
Project Director

Saturday, October 14, 2017

Wind Carrier; Pre-Alpha 1.79

Hello all and welcome to another update!

There are more changes this week than I expected there to be. >.>
I made a few changes, which are still in testing, to the way that influence works. I did that mostly because it felt too static to me, I suppose and I wanted to add something to it.

Along with that, I began work on a new dynamic dream. :p
I haven't worked on any new animations, skeletal or static meshes, or any new textures for it yet, but that actual map and most of the boss AI is worked out already.

Anywho, onto the changelog!

Changelog, 1.79

-Influnce levels now fluctuate randomly on each day (TESTING)

-Added a new type of spawner, an influnce spawner

-These spawners are a guarenteed spawn and the creature/enemy type is based on the prosperity levels of the civilization that they overlap with

Ex. At the 'Prosperous' level, within a Vulpine city, an influnce spawner will spawn a Vulpine Sundrinker, however, at the 'Destitute' level, within the same Vulpine city, it will spawn a Lizard Spearman

-The player can no longer build in dreams


Player Updates:

-The player can now have a two weapons equipped at the same time

-by pressing 'Q' the Wind Carrier will switch between their first and secondary weapons

-to equip a secondary, the Wind Carrier will need to use the 'Equip Second' button in the inventory


Enemy Updates:

-Re-added the Vulpine Poisondrinker which was inexplicably missing >.>

-A Crazed Cleric

-Increased the delay after Vine Shot from between .5 and 1.25 to between 1 and 1.5


Dream Updates:

-An Earthen Sky

-Added a camera showing the location of the teleporter after all the necessary enemies have been killed

-Added a few more props

-Added a single, lonely loot crystal

-Adjusted the landscape to work better for what I had intended

-A Poisoner's Paradise

-Another dynamic dream, not quite ready, but I have been working diligently to get this one worked out as well

-Drops from Vulpine Poisondrinkers


Bug Fixes:

-Fixed a bug where the dodge/tumble would double dodge/tumble the very first time that it would be used on any given map

-Fixed a bug where equipping a weapon over another would have the first weapon unequipped twice

-Fixed the bug where at the end of A Ritualist's Respite, the reward widget did not spawn correctly


Coming Up:

Seeing as there isn't a huge amount of work for APP (A Poisoner's Paradise,) that'll probably get done during this next week. I'm thinking that the boss, who is still nameless, will be an archer. Which means I should have most of the assets to add the 'bow' weapon class after this is completed. I'm also feeling like the unique drop for this one is going to be our first legendary card!

Legendary cards only have one upgrade track and only a single version of them can exist in the game at any given time!
I suppose with that I'll need to add a way to get legendaries back that have been destroyed or lost, probably from shrines.

Anywho, screenshot!


Just a shot of some of the changes to An Earthen Sky. I just realized that it doesn't have any clouds. >.>


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


-Lucas Cady
Project Director