Update #27 - Start Screen, and Plenty of Fixes

Helloooo! Even though there were a number of power outtages and thunderstorms yesterday, I've managed to get quite a bit done this week. As always, I'll start with the twenty-four small fixes and tweaks:

  • Added in Jewellery equipping and functionality.
  • The HUD's top-left corner has found a purpose: faction symbols.
  • Tweaked how factions are added. Cleaner, easier.
  • Added a "Remove" shortcut to UIs, which removes equipped items from weapon, armor, jewellery, ammo, and quickslots.
  • Added icons to the Settings tabs.
  • Added a check for empty names when creating a new save file.
  • Fixed Settings selection box drawing behind buttons.
  • Fixed misbehaving buttons on the character UI.
  • Fixed quickslot scrolling when mouse is in other UIs.
  • Tweaked how the HUD displays the character's name, as well as font and color. 
  • Adjusted Gamma positoning in settings UI (down slightly).
  • Added hover check for all UIs. This is primarily for preventing weapon attacks when clicking inside of a UI.
  • Added all implemented skill descriptions.
  • Added a pop-up to the Controls tab that informs the player to "Press a key to assign."
  • Added ember particles to the logo.
  • Added temporary icons to warping UI.
  • Moved mending ingredients from item to MendersTools.cs. Cleaner, easier to add new "repair recipes".
  • Added more save data values to items.
  • Moved reinforcing variables to ReinforcersWorkbench.cs. Cleaner, and somewhat easier to add new reinforce levels and ingredients.
  • Added five more categories that will be output into the Creator's Guide.txt. 
  • Changed when the Creator's Guide.txt is generated. You must be in-game, then press F8 (debug) then F10 (output).
  • BaseFaction.cs has been improved. Added symbol, color, and default disposition options.
  • Armor and weapon reinforcing now works as expected.
  • Hooked up a few more stats in the Skills UI for displaying (Physical, Projectile, Magical Defense).

Start Screen


I don't think an explanation is needed for this one. As soon as you press a key, the main menu will appear. Eventually, when I add in locations and more maps, the main menu will be situated around some of those places!


As you can guess, I spent a lot of time this week focusing on the smaller details. This is all very important stuff, just takes some time. Assuming I don't find any more tasks to do, I only have ten more small tasks like above to work on! Then a few big tasks that need pondering.

As always, if you have any ideas, constructive criticism, or just want to tell me how much you dislike my game, you can: Send me an email, tweet @TheShyyGuy, comment on the Facebook page, or respond here!

From Enckling, with love.
Shyy Guy

Update #25 - Imbue Essence, Brewmaster's Contrivances, Wind & Weather

♪ Friday, Friday  ... July 29th.

  •  Two-handed and one-handed weapons now function properly together (or not at all).
  •  HUD now shows when a weapon cannot be used (when primary and offhand weapons are incompatible).
  •  Added key for switching which weapon gets use (when primary and offhand weapons are incompatible).
  •  Switched Controls.cs key data over to ControlKeys.cs.
  •  Added control saving and loading.
  •  Added settings saving and loading.
  •  Updated BaseScreen.cs for improved usage with interfaces.
  •  Added "Soul Renown" to the player info list in the stats window.
  •  Quickslot items that run out will no longer be permanently removed. If you pick it up again, the item will be re-added to the slot.
  •  Status effect improvements, including code clean-up, easy adding of new statuses, some statuses cannot be cured by resting at a soulgate, and some can be invisible (not displayed on HUD).
  •  Character visual overlay improvements, including code clean-up, easy adding of new visuals, draw in front or behind character.
     

Imbue Essence

Imbue an essence for all of your restorative needs!

Imbue an essence for all of your restorative needs!

Initially, this interface was never planned. Instead of what you see above, it was to be combined with the brewing interface (seen below). Inspiration struck, and this wondeful feature was added the next day. First, let me introduce you to some important items.

  • Inert Essence. An item that is useless in it's current state.
  • Sunlight Essence. An item that restores health.
  • Moonlight Essence. An item that restores magical energy.

Starting out, the player will have three Inert Essences. These items are found very rarely throughout the game, whether on the floor or purchased from a merchant. In their current state, they aren't anything useful. However, once imbued, they can be used to heal health or restore magical energy. Once one of these items has been used, they revert to inert essence. If you run out of Sunlight or Moonlight Essence, you must return to a soulgate, rest, and then the previous queue will be added to your inventory.

Brewmaster's Contrivances

Brew a potion, or fail trying!

Brew a potion, or fail trying!

This interface is similar in a lot of ways to the Ore Smelter UI, though with some key differences.

The top-left item slot is for the primary ingredient, the top-right item slot is for the secondary ingredient, and the bottom item slot is for the container (typically, a glass bottle). After dragging the empty bottles from your inventory, the next step is to click the small button off to the left side. This will fill empty bottles with water, or empty existing bottles of water depending on what the bottle slot contains. Next, place your primary and secondary ingredients in the top slots, and brew away! One important detail is that if ingredients do not match a potion's recipe (discovered or undiscovered), they will fail.

The bottom area is where discovered recipes will be placed. This is because I didn't want players to have to look up "how to brew X potion" like some games force. You will find recipes throughout the game world, in the form of notes that tell the player the ingredients for certain potions. When a potion is brewed, it's recipe is added to the "recipe book".

Wind & Weather

I highly recommend you watch the video above (turn up the volume, because there is finally sound in this video!). I have plans to add in more weather types, such as falling ash in volcanic areas, dust, maybe sandstorms.


Alright, wow... I'll see about work on magic next (as I've been saying), and some more combat tweaks. The only really big tasks left are some better AI behavior and finish off the HUD. Also have a task called "Small Tweaks", but everything else is at a lower priority to the alpha! Content creation is coming very soon.

As always, if you have any ideas, constructive criticism, or just want to tell me how much you dislike my game, you can: Send me an email, tweet @TheShyyGuy, comment on the Facebook page, or respond here!

From Enckling, with love.
Shyy Guy

Update #24 - Entity Chatting, Character Stats, and Activation Box

Friday, July 15th.

  • Added very basic AI to monsters.
  • Added color-changing to entities, primarily used for visual damage and warnings.
  • Added colored slashes, useful for denoting .
  • Added a partially animated character.
  • Improved character centering and shadows.
  • Swords, staffs, and shields scale value will now lerp in and out when in use.
  • Weapons are now properly animated, and animations can be controlled by each combat move.

Entity Chatting

Player (bottom), entity (top)

Player (bottom), entity (top)

With this, I can customize what each character can say in every pre-specified situation. Pictured above, the player previously said "Hello", and the character responded accordingly. Note that this will not replace the character dialogue I already have coded in.

Character Stats

The skill and stats user interface.

The skill and stats user interface.

Introducing the Stats UI! This window (right side) contains useful information about the currently controlled character. Each stat is governed by a skill, and fortifying a skill will improve the stats that the skill governs over. For example, the accuracy stat is governed by Archery, and the Positive Brew Potency is governed by Magic. All stats are governed by their most logical skill. Projectile Damage (damage dealt with bows & throwing weapons) is governed by the Strength skill, rather than Archery as one used to RPGs may suspect!

This makes it desirable to level up all of your skills rather than your preferred combat style first. There will be just a few more stats that I'll add to here as the game progresses, but this is a great start.

Activation Box

Item Activation (left), Flora Harvesting (right)

Item Activation (left), Flora Harvesting (right)

The activation box let's the player know if he can activate anything in the game world, and if so, what it is he would be doing. For now, this is only items, containers, and flora. Though I'll be adding this to switches and other objects eventually.


Tasks left are magic, some more combat tweaks,  and the brewing interface for soulgates. It's nearly there! I'll still need to add in a bunch of sound effects (game world and interface), music, character animations, etc. But that's more in the content creation stage! If you've signed up for the alpha, I appreciate your patience. If you haven't, please do so here!

As always, if you have any ideas, constructive criticism, or just want to tell me how much you dislike my game, you can: Send me an email, tweet @TheShyyGuy, comment on the Facebook page, or respond here!

From Enckling, with love.
Shyy Guy

Update #23 - Main Menu & Tile Work

Friday, July 8th.

I only have a little more to code in before I can start working on the alpha map. I'll go into more detail towards the end.

  • Fixed WavyFlora not outputing to map files properly.
  • Fixed tiles not being output to map files properly.
  • Fixed main menu screen position setting glitch.
  • Added Monster object to [Entities] category.
  • Improved SteeringBehavior class.

Main Menu

The video above shows off the main menu well. There are five screens: Main screen, New Game, Load Game, Configure, and Exit.

The Main screen acts as a portal to the other screens, containing only buttons. Additionally, the game version is located at the bottom right corner of the screen.

The New Game screen lets you create a new character. The options in this section are: Character Name, Starting Class, Starting Items, Pathway, and Birthplace.

  • Your chosen class affects what skill levels you start with, as well as your class-specific items.
  • Your starting items are class-independent tools, resources, and other miscellaneous items. You may only select up to five of these, so choose wisely!
  • Your selected pathway gives you boosts in different skills and stats. An example is "Path of the Locksmith", which improves the Looting skill and gives you a few useful keys. However, some may have hidden benefits, or even consequences!
  • Your selected birthplace determines where you start the game. Some starting locations will be much, much harder than the default birthplace. For the alpha, there will likely only be one of these, though I do have ten planned for the final game.

After you're selected everything you want, click Begin Game and your journey will start.

The Load Game screen lets you load previously created characters, and the Exit screen lets you exit the game . Nothing interesting going on in either of these.

The Configure screen is exactly the same as the in-game version. If you haven't seen it, you can read about it here.

Tile Asset Work

I was able to do some tile drawing earlier this week, so I'll likely use this for the alpha map. Trying to get a "dead grass" look, though the game shaders saturated it a little bit, changing the colors. Anyway, I found that the only tiles a pathway truly needs are: vertical and horizontal path, corner pieces, T-pieces, and a cross piece. This alone is enough for road creation to look and tile perfectly together.


The end.

The biggest tasks left are magic, combat tweaks, AI, and one last interface for the soulgates. After that, I have plenty of tweaks I need to do before I can work on the alpha. But I could be completed as early as a month from now!

As always, if you have any ideas, constructive criticism, or just want to tell me how much you dislike my game, you can: Send me an email, tweet @TheShyyGuy, comment on the Facebook page, or respond here!

From Enckling, with love.
Shyy Guy