Saturday, May 26, 2018

Wind Carrier; Alpha 0.1

Hello all!

This week there weren't a bunch of concrete things add. I mostly spent my time working on getting proper platforming implemented for use in dreams. Along with that I started (almost completed) a new dream, A Stormy Night. All that remains is the unique reward and to actually add the dream teleporter to the world. The unique reward this time around will be a legendary building, something of Leonen make. The building also comes with the addition of the "guard" type of NPC which will wander or stand still and attack enemies which come into range.
I spent a bit of time researching around on what kind of architecture I wanted the Leonen to use in their more important cities and Granforn proper. I've finally settled on something, so we should be seeing an increase in Leonen buildings in the near future.
On that note, I've been also working on getting the male Leonen ready for re-implementation.

Oh! And I decided to finally change the development phase from pre-alpha to alpha. The decision comes on the heels of finishing the platforming stuff along with deciding that if I want to add mounts, I can do it at a later date, seeing as the code wouldn't be that much different from a few different bits that are here and there already.

Anywho, onto the changelog!

Changelog, 0.1

-Changed the way that the AoE decals work to look better with the post processing effect

-Resource nodes now spawn at random sizes, which effects the amount of resources the player can take from them


Player Updates:

-Resource rates now apply to resources collected by the player and those dropped by enemies. This also effects mana crystals.
-From enemies, the bonus is 25% normal
-From nodes, the bonus is 66% normal
Note: Reasoning; I wanted the bonus to apply more to actions the player takes, as opposed to those randomly given to them. The decision to add these bonuses to all sources of resources/crystals comes from personally feeling like wearing/placing items that give bonuses to gathering was overshadowed by combat orientation. Hopefully, this will change that.


Bug Fixes:

-fixed a half dozen stop points in enemy AI

-fixed a bug where the mana crystals gained and shown didn't match up

-fixed a bug where the level multiplier for mana crystal gain wasn't being properly added


Looking through my screenshot folder, it seems that I didn't take any this week. So here's a picture of an unfinished-unimplemented building that will be added at a later date, once all of its features are finished.


Until next time,



-Lucas Cady
Project Director


Friday, May 18, 2018

Wind Carrier; Pre-Alpha 1.99

Hello all!

Not a whole lot that's overly visual got done this week. This biggest part was spent on bug fixes and optimizing things, especially the AI.

Anywho, to the changelog!


Changelog, 1.97

-Replaced some missing animations

-Fixed a bunch of holes in the enemy AI's logic, causing them to be much more consistent


Item Updates:

-Re-added the Harvester's Pouch
-Increases produce rate by 50%
-Rarely gifted by Farmers

-Added Woodsmans Ax
-Throwing Ax
-Slow, Strong
-Rarely gifted by Woodsmen

Card Updates:

-Vulpine Ritualist
-Increased base health from 80 to 100

-Added Ritualist Cabal card
-Spawns a buffed Vulpine Ritualist which, in turn, spawns two more normal Ritualists
-Costs 35 mana less than casting three Vulpine Ritualist cards (at 100% MCM)


Building Updates:

-Farms now spawn farmers, which give only produce as gifts along with having a small chance to drop the Harvester's Pouch accessory

-Added Lumber Camp building
-Increases lumber rate
-Spawns a woodsman which gifts lumber with the possibility of the Woodsmans Ax throwing ax
-Spawns a lumber tree that the player can cut once per day

-Pear Tree
-Updated mesh
-Can now be picked, cut down, then the stump destroyed
-Will regrow from stump -> tree -> fruit, one step per day
-Destroyed if stump is cut
-Cutting the stump gives a large chance for hardwood

Bug Fixes:

-fixed a bug where the capture card could capture more than one thing at a time

-fixed a bug where followers that were following the player had jittery movement

-fixed a bug where Vulpine Ritualist followers were not properly using their Fennec Fire spell

-fixed a bug where the card aoe actor would snap to 0.0.0 if there was no hit found from the line trace

-fixed a bug where follower spawning was inaccurate because of a lost, forgotten bit of code

-fixed a host of bugs with the Throwing Ax


The Harvester's Pouch
Not a whole lot of combat value, but invaluable when growing produce.

And a quick shot from Blender of the Woodsman's Ax, which it seems I forgot to take a picture of in UE4.


And that's all for this week,

Until next time,




-Lucas Cady
Project Director

Friday, May 11, 2018

Wind Carrier; Pre-Alpha 1.98

Hello all!

This week's mostly bug fixes along with a few new things for players to play around with.

So, let's get to it.


Changelog, 1.97

-All random merchants now always sell capture cards

-Finally adjusted the sun to rotate properly

-Found and deleted another lost directional light

-Added a "Shrines" tutorial

-Readded Channeling
-Now channeled cards grant the player Consielle Tears based on their tier
-1 for 1
-3 for 2
-5 for 3

-Added more sounds

-Particles now spawn at the location of a hit

-Added a generated song to the overworld (courtesy of https://pernyblom.github.io/abundant-music/index.html)


Player Updates:

-During character creation, the camera now snaps to the face for eye choices

-Adjusted the merchant starting deck to include 2 capture cards

-The card projectile now flies properly

-Added card toss animation

-Attacking with your weapon sheathed now unsheathes it

-Markings are now 100% interchangeable

-Added a few more patterns

-Made the entire affair more readable and usable by giving each pattern their own icon


Item Updates:

-Added the Ilhkor'sei Kilt clothing item
         -Craftable under both Vulpine and Saurian crafting


Card Updates:

-Added the Capture card
-Creates an area on the ground which holds the first enemy that touches it for 2.5 seconds
-Deals a small amount of damage
-If it kills the enemy or the player is lucky, it will capture the enemy in itself, removing itself from the player's deck and dropping a copy of the enemy in card form


Enemy Updates:

-Added more Cherished One spawns

-Added more WitheredLeaf spawns


Quests Added:

-Fixed a bug where Put to Death was inaccessible


Building Updates:

-Added the Crafter's Table
-Houses a crafter
-On that note: removed the crafter that just existed in the starting hill


Bug Fixes:

-fixed a bug where the new upgrade widget wasn't dumping itself properly before adding more to it

-fixed a bug where A Ritualist's Respite wasn't streaming in properly

-fixed a bug where the final teleporter for A Ritualist's Respite wasn't pointing at anything, thus sent the player back to 0.0.0

-fixed a bug where upgrading to the second tier of player homes didn't properly increase the player's stats

-fixed a bug where eye color wasn't being displayed properly

-fixed a bug where there was no water in either level of the well

-removed some map tears

-grounded some floating trees

-fixed a bug where if a wandering ally spawned for the first time while the game was being loaded, it would add the tutorial to the screen, but wouldn't allow the player to dismiss it

-fixed a bug where the tutorial quests were completable without actually building anything

-fixed a bug where if the daily resource gain widget spawned while the player was in a quest menu, it would cause the player to be unable to continue interacting with the quest widget

-fixed a bug where the "Remove from deck" button was unclickable

-fixed a bug where recycled npc would spawn as the wrong race

-fixed a bug where the Vulpine builder wasn't spawning properly in Kerankohora


All four iterations of the Ilhkor'sei Kilt
I'd had this dang thing designed for half a year or more, just waiting. I also have the Ilhor'sei weapon set sitting somewhere waiting as well. I should probably find that and get on it...


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

Until next time,



-Lucas Cady
Project Director

Friday, May 4, 2018

Wind Carrier; Pre-Alpha 1.97, Demo 1.2.2

Hello all!

Today is a build day, and as per usual the newest build can be found: here.

We've got a fair amount of stuff this week, so let's dive right in.

Changelog, 1.97

-Added a particle system for the crystallize finisher

-Added civ management tutorial

-Re-enabled anti-aliasing which had been disabled for some reason

-Added a particle effect to bot spawning

-Adjusted the can-build star above buildings to be readable

-Added a small particle effect for when the can-build star appears and disappears

-Added the Sundered status effect

-Removed channelling from the shrine menu as it has been taken over by a similar function in the inventory menu

-Updated card upgrading to work off from a system of arrays as opposed to a set number of upgrades
    -Note: basically allows me to set how many cards that a card can upgrade into from zero to        practically infinity

-Updated the card upgrading widget to display all the relevant information to the player

-Replaced the "Materials" tab in the menu with "Civ Info" tab, which displays all relevant civ statistics along with the contents of the removed materials tab

-Fixed Kerankohora's location

-I can finally say, with confidence, that the follower AI is up to snuff

Player Updates:

-Updated the deck screen to include all of the relevant information about each card in it
-Also finally updated the slots to work on hovered as opposed to on click u.u

-Adjusted the Clergy path's starting deck to include 2 Daze cards


Card Updates:

-Added art for Wall of Ice

-Added art for Refreshing Cloud

-Added art for Fennoc Breath

-Added art for Daze

-Added Hummingbird WitheredLeaf summon card
-Upgrades from Hummingbird Sprite
-Heals as before plus causing an AoE debuff and minor spirit damage

-Rockdancer's Descent now spawns a Saurian to use its drop attack
-Changed damage scaling from 2x player damage to 2.5x player damage
-If the player has a spear equipped, the damage is 4x player damage instead

-Fennec Gout now spawns a Vulpine fire-breather
-Updated the particle system
-Increased mana cost from 110 to 180 as it no longer costs health to cast
-Now spawns 3-5 Hummingbird firesprites, up from 3

-Re-implemented the Daze card
-Has a chance based off from the target's remaining health percent to stun them
-Slowly homes toward a target
-Does a small amount of spirit damage on failure to stun

Enemy Updates:

-Stun now lasts from 6 to 10 seconds, up from 3.5 to 10
-Now restores 15%-35% of health on recovery, down from 15%-50%

-Crystallize now gives no positive influence in any case

-Adjusted the meshes for the Hummingbird race

-Added Hummingbird WitheredLeaf enemy
-Heals enemies in range
-Causes a stacking sunder on targets along with small amounts of damage
-Has a short range teleport


Bug Fixes:

-fixed a bug where if the player finished an enemy as they became unstunned, the enemy would continue to attack until it was removed by garbage collection

-fixed a bug where hummingbird sprites weren't spawning properly as permanent followers

-fixed a bug where enemies continued to take continuous damage (eg. poison, burning) after death


And that's all of that. I'm glad I was able to fit as much as I did in this week, especially since you all can go and try it!

The new Civ Info menu. 
Out play-tester actually suggested this to me, along with a civ point tool tip in the inventory menu. I had thought about doing both of them in the past, but I always forgot. But, now one can check their civilization's status, for a Wind Carrier on the go. :p

The new upgrader widget. 
I already fixed a bug which I hadn't noticed before uploading the new build. The scroll box that houses the upgrade choices wasn't dumping itself properly, so it filled forever.



And then here we have some card art; nothing spectacular, as it's from me, but something is better than nothing, as far as I'm concerned. 
From top to bottom:

Fennec Breath
Daze
Wall of Ice
Refreshing Downpour



And that's all I have for this week. I am officially back to being excited about working on Wind Carrier and I feel like it shows in the quality and the the quantity of my work. 

Anywho, until next time,




-Lucas Cady
Project Director



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