Friday, April 27, 2018

Wind Carrier; Pre-Alpha 1.96

Hello all!

Got a fair number of changes and additions this week. Got a couple of big bug fixes along with a few new smaller features to allow the player to customize the way that they play.

Anywho, changelog.


Changelog, 1.95

-Fixed that awful city spawning bug

-Added a new type of spawner that spawns either during the day or the night and only resets during its respective time

-Preliminarily re-added the Female Leonen to keep Ardor from being desolate

-Wandering allies should properly spawn in the player's race

-Added a Wandering Ally tutorial for the first time one spawns

-Had to temporarily disable grass since UE4 seems not to want to build it at all anymore

-Added a crafting confirmation widget to the crafting menu

-Added items stats to purchasing and crafting windows

-Followers should probably teleport to the player after reaching a sufficient distance

-Added a "subdued" animation for anthro characters along with the logic to implement it with all the others as the animation get finished

-Tho-to can now spawn and upgrade buildings for the player if they decide that they do not wish to deal with the fine details of civ-building

-Cleaned the hell out of the game, like, tossing dozens of files that were unneeded


Player Updates:

-Added the ability for the player to sleep until the next morning, granting daily bonuses to resources and possible population

-done from beds included in each player home variant

-has a 90 second cooldown

-also fully heals the player


Enemy Updates:

-Ilhkor'sei
-Increased melee collision sizes
-Adjusted movement constraints to be more in line with its current size

-Haljuhurtta
-Adjusted logic to work better
-Increased damage of breath from 1/tick to 2.5/tick
-Decreased breath length from 2.5 secs to 1.4 secs

-Cherished One
-Has now been properly added
-Will require some testing
-It was the clothing data that was causing the mesh to get hidden as it attacked. >.>

-Brindlebark
-Changed all damage to Earth damage
-Decreased fire and earth damage resistance
-Saplings are now more efficient in their damage and logic
-Saplings now spawn more efficiently
-Can now drop hardwood and the Poisoner's Flask accessory

-Vulpine Sundrinker
-Updated with new anims and a proper scorched warpaint
-Now mildly favors ranged combat

-Ob'dar
-Updated with a new mesh and animations
-added a myriad of effects to their attacks


Building Updates

-All player homes are now under the same class, allowing for faster logic in excluding or including them

Bug Fixes:

-fixed a bug where destroying a folgolla tree infested with ficblaed whelps would leave the whelps floating in the air

-cleared up some map tears and floating objects

-fixed a bug where placing buildings would sometimes cause the camera to not snap back to the player

-fixed a bug where items that had more than one specific item were uncraftable

-fixed a bug where the Vulpine Ritualist spawn wasn't causing damage

-fixed a bug where the Vulpine Poisondrinker permanent follower was able to die


By next week and for the next build, I should have Tho-to's auto-building working as intended. As of now, it technically works as it should, he's just likes to spawn stuff on hill sides...

Anywho, until next time,



-Lucas Cady
Project Director

Friday, April 20, 2018

Wind Carrier; Pre-Alpha 1.95

Hello all!

Another week, another changelog.

This time around, we've got some big additions and some big changes.

In addition to completely finishing the skeleton and re-doing the animations, a new weapon class has been added.

I have also (just today) finished adding functionality to random bots that allows them to interact with the environment. Not a lot they can do just yet, but soon they'll be able to sit and dance and... well, do whatever it is that I decide they should be able to do.

Anywho, onto the changelog!


Changelog, 1.94

-Finished reworking the last skeleton

-Finished up all the redoing all the old animations

-Changed health bars to 3D

-Added the Macuahuitl weapon class!

-Large and thus slow

-Higher than average damage and reach

-All attacks cause a new status effect, bleed, which does a percent of damage based on the afflicted member's remaining health, reduced by armor.

-Reduced the attack speed of all attacks across the board

-Random bots can now interact with the environment

-Added the brigand bot type which spawns from gruesome trophies
           -Always drops a higher than average amount of mana crystals when gifting to the Wind Carrier

Player Updates:

-Updated the way the ranged indicator particles worked to increase stability

-Readded and fixed tumble

-Added eye customization

Item Updates:

-Readded Hunter's Garb

-Added a variant for every body type

-Vulpine Garb

-Added a variant for every body type

-Added the Poisoner's Flask accessory

-Readded Economic Backpack accessory

-sold randomly by traveling merchants

-Added the Primitive Macuahuitl

Enemy Updates:

-Updated Vulpine Ritualist

-Now has more attacks, most of which utilize root motion properly

-Updated Saurian Rockdancer

-Works with new mesh now
-Can now drop: Crystalline Spear, Necklace of Tides, and Hunter's Garb

-Updated Saurian Treefeller

-Works with new mesh now
-Now properly favors ranged combat over melee

-Updated Vulpine Poisondrinker

-Works with new mesh
-Can now drop: crystalline spear, poisoner's flask, and birdskull necklace

-Updated Dragonbone Shaman

-Works with the new mesh
-Updated the logic
         -Has it's own animation set now



Whew. 

It seems that was a bit longer than I remembered... :p
I'm enjoying actually adding new content again. Oh the excitement.

Screenies!


Eyes!
The player can now customize their eyes when making a new character and from the fur dyer. 
An iris colour and size, pupil size and shape, and glare shape and position can be chosen.


The Primitive Macuahuitl
That fucking word is a mouthful. But Buttomancer designed a few weapons based off from the ancient Mesoamerican weapon. I was reading up on them and found the phrase:

 "The two-handed macuahuitl has been described as being "as tall as a man""

Couple that with Spanish reports of them being able to slice the head clean off a horse and we both decided that it needed its own weapon class. :p
I may rename it though, depending on how I feel.

The macuahuitl idle. I imagined it as a bit unwieldy. 
The weapon is rather slow, comparatively, and is our first heavy weapon. 
With each strike, it causes a status effect, bleeding, based on the remaining health of the target. I feel like I may have actually typed this out already above, but I can't remember and scrolling is hard. D:

All four of the Vulpine Garb variants. These four should cover most of the bodies that I'll implement... hopefully. I'm hoping to keep the number of body types to around six in total. And that's pretty much four. :/
Note: I noticed just now that this picture was taken before I properly imported LOD 0 for the Vulpine Garbs. This has since been fixed as I noticed the problem a while ago. They are currently wearing LOD 1 Garbs on LOD 0 bodies. :p

And then we have a bit more widget art.
Here we have the back art for the Vulpine crafter.

And the Vulpine shaman.

Both bits of art credited to my wife. <3



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

I feel like I haven't typed that much here in, like, a year. >.>

Anywho, until next time,



-Lucas Cady
Project Director

Saturday, April 14, 2018

Wind Carrier; Pre-Alpha 1.94

Hello all!

The changelog this week isn't all that impressive as I spent a large amount of the week attempting to chase down some bugs related to streaming cities. There was also a large bug in the form of dream loading which has been fixed. I'll upload a hotfix as soon as I get the cities to stream properly.
The thing is that they stream in just fine on loading, but they take quite a long time to stream in when entering their stream distance. I'm working diligently to fix this, however.

Anywho, to the changelog!


Changelog, 1.94

-Increased the distance by which dealing with enemies will influence a civ
-Changed the quest dialogue widget to be unclickable
-Enemies no longer wait 5 seconds during combat randomly
-Increased the size of butterflies
-Added a quit confirmation button
-I quit so many times accidentally that I finally decided to fix that. >.>
-Added saving and loading to the pause menu
-Which should have been there ages ago. :/
-Finished and updated all the Master Path descriptions
-Added some widget art (courtesy of my wife)
-Added an actual icon for Wind Carrier (also credits to the wife)


Card Updates:

-Added AoE for Crashing Sky
-Added AoE for Fennoc Meteor

Enemy Updates:

-Haljuhurtta
-Increased duration of mist from 5 to 15 seconds
-Lowered the AoE for the mist
-Changed particle system to be more opaque
-Adjusted damage radius for charge attack


Bug Fixes:

-fixed a bug where A Ritualist's Respite wasn't loading properly
-removed a forgotten extra sun >.>
-fixed a bug where casting with the right mouse was causing the spell to either fail or spawn in the wrong location
-fixed a bug where some enemies weren't able to move properly
-fixed a bug where Ritual of the Circling Skies was enabled by default
-fixed a bug where Civs wouldn't stream properly if the player was overlapping them on loading the game
-fixed some main menu bugs
-fixed a few map tears and floating trees
-fixed a bug where the wandering ally wasn't turning toward the player as they were rescued


And that's all for this week. In other news, I am almost done with the final skeleton and all the new animations! Almost all of the heavy attacks now involve some kind of movement, adding quite well to the combat and making it feel more dynamic. That all will be done soon-ish.
After that, I will not be remaking that damn thing again, at least for Wind Carrier.

The card duplicator back art.

And the icon.


Until next week,



-Lucas Cady
Project Manager

Friday, April 6, 2018

Wind Carrier; Demo 1.2.1

Hello all!

The changelog for this week is almost non-existent, and as such I'm just going to throw up this quick update informing that the newest demo build is available from here, as per usual.
I managed to get all the problems that I needed to sorted out and since I had a fair amount of real-lifeing to get done this week, that's why there isn't much to show.
Buttomancer and I have been working together though, getting the rules of the world worked out. He's given a couple of concept sketches, both of which were fantastic in my eyes. He seems like he'll be a great fit. I'm excited to see what will come of our partnership. :D

Anywho, until next time,


-Lucas Cady
Project Director

Saturday, March 31, 2018

Wind Carrier; Pre-Alpha 1.93

Hello all!

Bad news, the newest build is going to have to be postponed. u.u
When attempting to package it, it gives me a list of errors a mile long, a lot of which have to do with the newest system I built, me thinks. So, I will work on that next week, and post the build whenever I get it to work successfully.
Good news, though; the system that I wanted to add/fix is successfully added/fixed!
Now, the influence levels of civs are also handled by level streaming. This allows for much faster implementation and makes it much easier to adjust existing civilizations.
On that note, I have re-done all of the current civs and even added proper levels for Käykäl'niis.
To the changelog!

Changelog, 1.93

-Finished all the equipment icons u.u

Note: Now, as part of the pipeline, icons will be made at the time of the item's creation, not long afterwards >.>

-Civilizations are now controlled via streaming levels, making implimentation for different levels much, much faster, along with destruction

Player Updates:

-The vanity camera is no longer affected by gravity

Item Updates:

-Readded the Crystal Ball accessory

-Readded the Necklace of Tides accessory


Bug Fixes:

-Fixed a bug where the player's scale was being set to their transformation's scale after de-transforming

The redone Crystal Ball

The redone Necklace of Tides

Käykäl'niis
I might make it a might bigger. >.>

And the small fishing village of Tonorhanko
The first non-player village to include a building AND a card duplicator at max influence


And that's all I have for now. I am going to take this holiday weekend off, because I desperately feel like I am starting to burn out a bit. I probably won't even get back to work until Wednesday, as I have a crap ton of running to do on Tuesday. u.u

Until next time,


-Lucas Cady
Project Director


Saturday, March 24, 2018

Wind Carrier; Pre-Alpha 1.92

Hello all!

First of all, this week is supposed to be a build week, but I've decided to postpone it until next week, because there a couple features which are close to completion that I would like to have finished up before you get your hands on the next iteration.

This week, we've got more optimizations, along with a few redone assets for the newest mesh.




Changelog, 1.91

-Added Equipment, Resource Collecting, and Deck tutorials

-Dreams now stream instead of load! This drastically decreases the loading times for dreaming

Player Updates:

-Lowered Health/Mana gain on level from 3% to 1%

Note: This was done with adding more health/mana bonuses from other places in mind. I noticed that after I had equipped a loincloth and a vulpine skull helm at level 2 I had 137 health, which was much more than I should have had at that level.

-All paths now start with 10 cards in their inventory

-Player and transformations turn more slowly now.

Item Updates:

-Redid the Ritualist Rose warpaint mask

-Re-added Blossoming Pink warpaint

-Added Tepid Purple warpaint

-Updated the mesh for Vulpine Skull Mask

-Re-added and reworked Birdskull Necklace

-now drops rarely from Tricksters and Ritualists

-Increase alacrity and crit chance


Card Updates:

-Added the Ori Transformation card

Enemy Updates:

A Crazed Cleric

-Added the Tepid Purple warpaint to rare drops

-Added the warpaint to his model


Minor Creature Updates:

-Added the Ori minor creature

-Has a chance to drop its transformation when circling


Bug Fixes:

-fixed a bug where unequipping an item would not remove the icon from the character sheet








The redone Birdskull Necklace

The redone Vulpine Skull Mask

The final goddamn Loincloth...

Ritual Rose

Blossoming Pink

And finally the new Tepid Purple

And then a shot of the little Ori




Bleh. I'm not overly fond of coding-heavy weeks. This week I spent far too much time dealing with getting the level streaming to work. A note for all other UE4 developers, when using world composition, the stream distance is from the player to 0,0,0 on the map to be streamed in. Took me forever to get the main map to load properly after transporting back from a dream, and that was the issue. u.u

Anywho, until next time


-Lucas Cady
Project Director

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