Wednesday, February 6, 2019

Wind Carrier; Alpha 6.2.19

Hello all!

Another regularly scheduled update!

Mostly got some replacements this week, UI for the most part. Updating icons and whatnot to make the widgets more thematically relevant.

Along with that, the MarshGlimmer is joining Wind Carrier this week - no drops or equipment yet, but I've got some fun stuff in mind, including, but not limited to, a building tree created from it.

Anywho, changelog!


Changelog

-Enemy health bars are now denoted by different types of flowers
-Each type of flower now gives a level range for the enemy type
-Ex. A health bar denoted by a daisy is between the levels of 11 and 20.

-Updated all the racial icons, credits to my wife

-Updated the functionality of the level up widget


Player Updates:

-Added the ability to be stunned by abilities instead of just from damage


Enemy Updates:

-Added the MarshGlimmer
-neutral alignment
-water magic
-camouflage ability



The MarshGlimmer

An amphibious creature indigenous to the tidal marsh that covers a massive portion of the southern reaches of Goldrath. They are mostly sighted when wandering out of the tides, leaving a wet trail of previously animated water in their wake. As with most creatures in Goldrath, the MarshGlimmer is highly territorial. 
They get their names from the way that the almost crystal-esque keratin growths on their backs shimmer and glow just before all that they are disappear into seemingly nothing. Intrepid adventurers should be weary of this as they often deliver a deafening headbutt from the cover of their camouflage. 


The new health bars - more efficient and thematic. The way they are set up, they also give the player a general idea of what level they should be when facing any given enemy. These, along with the auras, should make it a lot more clear what is and isn't a threat to the player at any given time.



And last, but certainly not least, the newest racial icons! All props go to my wife, again. More of her work can always be found here. 
She's also got the icon for the next race to be added almost finished as well. The icon, at least, should be shown off next week.


Anywho, that's all for this week. Not too too much, but we're getting back into the swing.

Until next time,




-Lucas Cady
Project Director



Wednesday, January 30, 2019

Wind Carrier; Alpha 30.1.19

Hello all!

Welcome to the first actual changelog in about two months!

The number of changes isn't massive, but this is our first in a while and I've got some stuff to show off and some other stuff to speak about.

To the changelog!


Changelog

-Redid the running and jumping animations

-Worked on the menu screen for a fair bit

-Added the beggar random encounter

-Removed all the default buttons from the quest dialogue widget

-Updated the Title widget

-Updated the HUD

-Increased the base drops for stone from 3-6 to 4-6
-Increased clay base from 2-4 to 4-6


Quest Updates:

-Added the quest A Fallen King
-Leonen aligned

-Added the quest A Wondrous Warpaint
-Saurian aligned

Bug Fixes:

-Fixed a bug where the menu music wasn't looping
-Fixed a bug where certain NPC's were turning toward the player when they shouldn't have been
-Fixed a bug where if the player clicked to skip description text for a quest, the quest widget wouldn't correctly reset and would play the dialogue sound when it was a description and vice versa
-Fixed the collision on the Leonen quest giver for Dangerous Farmers


As I said, not a huge amount of changes, but a substantial enough amount to actually report.

The changes will become more consistent again as things have finally settled down and I am looking forward to working on Wind Carrier consistently again.



The updated HUD. 
The flower around the level indicator, currently a pansy, will change based on the player's level. I am also intending to use these indicators as a vague level indicator for enemies - probably by replacing the health bubbles with something that relates to the flower indicator. 


The updated Title art. The picture itself was done mostly by my beautiful wife, so credits to her
That purple bit there in the back rotates slowly and is there to give depth along with a sense of unease. 



Concept art for an upcoming creature: The MarshGlimmer.
Credits to the wife again for the concept art.
The creature is modeled already. It just needs, well, everything else: texture, skeleton, animations. I've already figured out its abilities as well. The MarshGlimmer, which may or may not have its name changed into Keili, is found primarily within the massive tidal marsh found in southern Goldrath. It lurks beneath the still waters of the marsh, using its vast array of water magics to quickly dispatch any prey that gets within reach. 

Hopefully, the MarshGlimmer will be ready for next week along with a swath of marsh where I can house it. It will be coming along with a new type of mana crystal node as well - pink, in case that wasn't clear. The node itself will grant both mana crystals and clay. 

Well, that's all I have. I must say that it was nice to actually do a blog with content again.

Until next time,


-Lucas Cady
Project Director

Saturday, January 12, 2019

Update 12.0.1.19

Hello all!

Life keeps throwing more and more stuff my way - nothing bad this time, mind you, but distracting enough that I didn't manage to get a bunch done again this week.

I put up a new build for our playtesters for the first time in 3 weeks, so I feel some accomplishment from that - even though that essentially means that I did one week's worth of work in three, but. Stuff is settling (ish,) so, yeah.

This week, I refactored the code for the quest_object parent now allowing quests to require multiple, specific items in order to be completed. I also worked on cleaning up the main quest_object code as there was a fair amount of unnecessary stuff there.

I also worked on the title screen art, cleaning up what was already done and trying to get it closer to the point where I can put it in and replace that pitiful little thing that is there right now.


Anywho, that's all I have, not much, I know,

Until next time,


-Lucas Cady
Project Director

Wednesday, January 2, 2019

Update: 02.01.19

Hello all!

Got a short-ish chagelog this week again, but at least it is longer than it has been for the past few weeks. I will be uploading a build... well, eventually. I should get it built and uploaded here soon, but I can't find the time as of late.

Anywho, onto the changelog,


Changelog

-Redid the running and jumping animations

-Worked on the menu screen for a fair bit

-Added the beggar random encounter

-Removed all the default buttons from the quest dialogue widget


Quest Updates:

-Added the quest A Fallen King
-Leonen aligned

-Added the quest A Wondrous Warpaint
-Saurian aligned


Bug Fixes:

-Fixed a bug where the menu music wasn't looping
-Fixed a bug where certain NPC's were turning toward the player when they shouldn't have been
-Fixed a bug where if the player clicked to skip description text for a quest, the quest widget wouldn't correctly reset and would play the dialogue sound when it was a description and vice versa



I've also been playing around with the various widgets within the game to get them to use the newer buttons and I have also been updating the layouts to read better and also be more in line with the aesthetic that I am attempting to create for Wind Carrier.

I apologize if that was a bit rambling and vaguely pretentious sounding. I am very, very tired at this moment.

Anywho,

Until next time,



-Lucas Cady
Project Director

Wednesday, December 19, 2018

Update; 19.12.18

Hello all!

After getting everything figured out, our new blog day is going to be Wednesday!

This week, again, there wasn't much to show. I continued to work on the reworking of the buttons, even creating a button that I unconsciously play with. There's not much to show, as nothing is complete, but I can upload the templates that I am using for my buttons, just for a sneak peek!






All but the sapling can be, and are, colored in Wind Carrier. I figured I'd go with the nature-y motif as it was working well so far. I look forward to being able to actually show off the new widgets once I am done with them.

Speaking of, after Christmas, I should be back into the swing of things and regularly scheduled updates will continue again. The next new build will probably be in early January.

Anywho,
Until next time,


-Lucas Cady
Project Director

Sunday, December 9, 2018

Update; 9.12.18

Hello all!

I'm a bit late and a bit short on an update. I was rather busy this week and I have, just today, started a new job! It means more income, but less time to work on Wind Carrier.

Don't fret, Wind Carrier isn't on hold or anything, just wanted to explain why my next indefinite number of updates are going to be smaller than usual.

Along with that, my blogging schedule will be changing. I can't say for sure when the day will be when I get everything settled and in order, but I can say that I will keep you posted.

As for this week's changelog, there were only two bug fixes and a couple smaller changes that really don't warrant a whole changelog by themselves. I'll say that I updated the running and jumping animations for anthros and I worked on making the main menu a bit more thematic. It's not done yet, of course, but it is being worked on. I'll include those changes, along with pictures, in next week's changelog.

So, until next time,



-Lucas Cady
Project Director

Saturday, December 1, 2018

Wind Carrier; Alpha 1.12.18

Hello all!

A couple updates and a couple cards - not a lot of additions but some upgrades.

I'm a little short on focus right now, so lets get to it.


Changelog

-Updated the remainder of spell effects to work with the upgraded system

-Upgraded the quest system to include 'counter point' quests
-counter point quests are pairs of quests that only a single quests from which can be completed

-Every single NPC in the game is now killable
-Note: As much as I didn't really want to do it, I recognize that there are those that would

-Added a new AoE decal, denoting projectile card types


Card Updates:

-Added Cloudfall card
-Tier 2
-Upgraded from Refreshing Downpour
-After a delay, knocks back enemies, dealing a small amount of damage, then creates a field which recovers the player's mana when standing inside
      -Note: the mana recovered is around 300% of the player's total mana if they were to be standing in the field for the entire duration

-Added Blazing Web card
-Tier 2
-Fires a projectile which becomes a trap if nothing is hit, once it is triggered or the projectile hits an enemy, the enemy will be stunned and everything around it will begin taking damage


Quest Updates:

-Added the counter point quest, A Vengeful Lot
-counter point to Dangerous Farmers

-Dangerous Farmers
-The quest giver can now be killed, either when first encountered or after taking the A Vengeful Lot quest


Bug Fixes:

-Fixed a bug where the Thunder Egg card wasn't properly moving around
-Fixed a bug where Shimmering Bubble wasn't launching enemies as far as intended
-Fixed the rendering type of a few tree foliage types
-Fixed collision on a pond north of Kerankohora


Anywho, that's all for this week. I'm having problems getting the game to compile for testers this week. I'm almost sure it has something to do with the way that I implemented NPC killability. I'll re-code it over the next week and have it all fixed up by the time the next demo is released.

Until next time,


-Lucas Cady
Project Director