Update #52 - Completed Maps & Sound Effects

Hey, happy early-Independence Day to my American friends! My focus these past two weeks was on map design, and I got a lot done! Let's jump into the minor changes:

  • Added "SoundPlayer" class, used for conveniently and neatly playing sound by GameObjects / UIs.
  • SoundPlayer now works better... random sounds won't play when in the middle of nowhere.
  • Fixed a bug with the monuments that prevented either teleportation or rendering, and improved overall code neatness.
  • Resolved a bug that caused maps without wind to obliterate the audio until the program gets restarted.
  • Fixed a minor issue with ProximityRange trigger not locking.
  • Added water-based flora to the small river in the main map.
  • Fixed an error caused by scanning the map for pathfind generation more than once.
  • Fixed an error with adding MultiItem containers to the map.
  • Improved FadeImage, adding a min and max fade option.
  • Added TextObject game object, which allows text placement in-game.

Completed Maps

I'm happy to say I've completed all of the maps necessary for the alpha! Additionally, they now have a more "dramatic flow", rather than each map being accessible immediately as it was before. To prevent spoiling too much, the pictures below only show a glimpse of each new map.

Tutorial Map

Tutorial Map

This is the first map you will start in. Here you'll be shown some basic controls on how to interact with the game world and the user interface.

The tower's cellar, discovered from a fall...

The tower's cellar, discovered from a fall...

This map is directly below the tower, and is required to progress to the end.

The temple cellar.

The temple cellar.

Directly left of the tower cellar. the ladder leads back up to the surface behind the temple.

The final map, to the north...

The final map, to the north...

This is the final map, which has an item letting the player know they beat the alpha.


Sound Effects

I added in a few completed SFX from awhile ago. These include:

  1. Rabbit Footsteps

  2. Rabbit Screeching

  3. Potion Gulping

  4. Essence Us

  5. Familiar Fragment Use

  6. Shriekhorn Use

  7. Fill Bottle

  8. Empty Bottle

It's coming together! Audio really helps make the game feel more alive. As for what's left, there are still a few more to add, such as sword swooshes and clanks.


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, gab to @ShyyGuy, comment on the Facebook page, or respond in the comment section below.

Do you want to support this ambitious project? Here's what you can do:

  1. Become a Patron here!
  2. Tell your friends and family about Pilgrimage of Embers!
  3. Retweetrepost, and share the content that you like!

Thank you for reading!

From Enckling, with love.
Shyy Guy

Update #51 - Inventory Improvements, Completed Maps, & New Assets

Hey! I hope you had a great week. Here are the minor changes:

  • Greatly improved location names.
  • Added location info to the website (enckling.com/locations).
  • Tweaked the map image to reflect above changes.
  • Improved code cleaniness and flexibility (specifically, SetReference methods).
  • Improved map and usable object lists, and their consistency.
  • Fixed the Magnifying Glass, and now you don't have to hold down the "Sneak" key. Move or use the item again to exit it.
  • Added a dynamic animation to SingleItem.cs (item on the ground). Scales and lerps!
  • GameObjects can now programatically self-destruct. Useful for removing temporary objects, such as after a dropped item has been retrieved.
  • Discovered why some objects jitter when the camera moves and others don't. It's better now!
  • Fixed flame monuments not appearing where they should.
  • Reduced the distance of interaction for flame monuments.
  • Improved flame monument texture.

Inventory Improvements

  • Merged the spellbook UI into a new inventory tab called "Scrolls". You can now equip scrolls in "Memory Slots", similar to how the spellbook UI worked.
  • Removed the "Dispose" item slot at the bottom-left corner of the inventory.
  • Moved all inventory equip slots up onto the actual UI rather than being on a separate section below it.
  • Updated all inventory tab icons.
  • Added smooth animations to the inventory tab buttons.
  • You can now drop items from your inventory onto the ground (littering, yay!).

Completed Maps

Inner Temple, First Floor

Inner Temple, First Floor

Inner Temple, Second Floor

Inner Temple, Second Floor

Inner Temple, Attic

Inner Temple, Attic

I'm happy with how well the attic worked out, considering I managed to make it without any additional assets. Eventually, I'll see how removing the roof entirely looks and replace it with wooden support beams (vertical and angled) with plenty of space between each.


New Assets

I did quite a bit of sound design this week, and I think the majority of it is done. Here's the assets:

Tiles:

  • x13 stone wall variants

Sound Effects:

  • x9 entity footsteps
  • x4 rabbit deaths
  • 1x tree leaves
  • 1x entered area gong
  • 2x consuming drink
  • 1x using essence
  • 2x water filling container
  • 1x river flowing
  • 1x temple interior
  • 1x use familiar fragment

I know I keep saying this, but I'm getting really close. I'm aiming the alpha to be released in mid-August (this is an internal objective, so don't tell anyone yet). My biggest obstacles before I'll feel comfortable enough to release are:

  1. Player and monster animations
  2. Monster AI
  3. Finish Sounds
  4. Music (at least one song)
  5. Weapons and armor

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, gab to @ShyyGuy, comment on the Facebook page, or respond in the comment section below.

Do you want to support this ambitious project? Here's what you can do:

  1. Become a Patron here!
  2. Tell your friends and family about Pilgrimage of Embers!
  3. Retweetrepost, and share the content that you like!

Thank you for reading!

From Enckling, with love.
Shyy Guy

Update #50 - Rabbits & "Entered Area" Text

Hey, I hope you've been well. Today I'm celebrating a big milestone, as I reach the 50th weekly update! There's also some good content in here, befitting of a milestone. First, the minor changes:

  • Added cryptography to the launcher.
  • Added shortcuts to the launcher. Navigate screens super quickly with the arrow keys.
  • Added particles to launcher background, and while clicking.
  • Important design changes to skill naming and "magic" categories.
  • Merged EntityAnimation.cs with EntityState.cs, forming "AnimationState.cs".
  • More flexibility with entity spritesheets, including custom animation points and states.
  • Entity spritesheet states can now be read from a ".state" file.
  • Various tweaks to BaseEntity and NonPlayerEntity (such as tidying up and moving some code up).
  • Entity senses, loot, storage, and skills can now be read from a ".state" file.
  • Re-implemented Pathfinder.cs, and made into one instance rather than one per entity (for performance reasons).
  • Added DepthTile.cs, which will be used for more flexible tile positioning and rendering.
  • Minor fixes to starting a new game from the main menu.
  • Finalized the Classes, Starting Items, Pathway, & Birthplace sections in the "New Game" screen.
  • Important tweets by me will not automagically be posted to the #tweets channel on the Discord channel.
  • Finished "EnteredArea" font and added AreaText.cs, which will be used for informing the player the new area he has entered.

Rabbits

Intelligent life has come to Pilgrimage of Embers at last, in the form of small rabbits! They really help make the game feel more alive. They will hop around, glance, and make rabbit noises when there are no potential threats nearby. Once the player character gets too close, the rabbit will freak out, run in the opposite direction, and warn other nearby rabbits of the threat. If the player chases the rabbit too far and leaves, it make its way back home.

As pictured above, I have three different "skins" of the rabbit (pun intended). Other than looks, they have the same functionality (for now, atleast).


"Entered Area" Text

There is now have a smooth way of informing the player what map he has entered. Of course, this won't be put in every map, only the noteworthy ones.


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, gab to @ShyyGuy, comment on the Facebook page, or respond in the comment section below.

Do you want to support this ambitious project? Here's what you can do:

  1. Become a Patron here!
  2. Tell your friends and family about Pilgrimage of Embers!
  3. Retweetrepost, and share the content that you like!

Thank you for reading!

From Enckling, with love.
Shyy Guy

Update #49 - Improved Launcher & Object Artwork

Hey, I hope your week has been well. There aren't any minor changes this week, so let's get started.


Improved Launcher

I don't brag about myself often, but I have to say this is in the top tier of launchers. You may remember awhile ago that I already had a launcher for PoE. That's true, though it was about three-fourths complete and made in Windows Forms. I figured it wouldn't take me long to make a high quality launcher, and I was right.

There are currently five screens on the launcher:

  1. Launcher Updating (first screen). This will automatically install new launchers if there are any available. If you have limited data (as I do), don't worry. I doubt launcher updates will be more than 5MB, and will be uncommon.
  2. Authentication (second screen). When the alpha is sent out, each person will be given a username and key to validate they have access to the alpha. While you need internet to authenticate, this is merely to download the latest game version. You can click the "Skip" button below to play already downloaded versions.
  3. Launch (third screen). Here you can launch the selected version, read a summary of this version's changelog, and access two additional screens (four and five).
  4. Version Selection (fourth screen). You'll be able to select any uploaded version and download it to your computer. There's also an "Open Containing Folder" button for your convenience.
  5. About (fifth screen). Company logo, bio, and buttons that link to Enckling's website and my Patreon.

It's about 98% complete, and I still need to add in encryption/decryption and file downloading. Regardless, I'm looking forward to seeing this in use alongside my game, and am confident it'll be an excellent addition to the overall alpha experience.


Object Artwork

I did get some minor artwork completed, as shown above.

  • x3 Boards With Keys
  • x4 Wooden Shelves
  • x7 Book Stacks
  • x2 Temple Banners
  • x2 Iron Lantern

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, gab to @ShyyGuy, comment on the Facebook page, or respond in the comment section below.

Do you want to support this ambitious project? Here's what you can do:

  1. Become a Patron here!
  2. Tell your friends and family about Pilgrimage of Embers!
  3. Retweetrepost, and share the content that you like!

Thank you for reading!

From Enckling, with love.
Shyy Guy

Update #48 - Artwork & Map Decor

Hey, I hope you had a great week. Here are the minor changes:

  • Resized table and chair object sprites.
  • Added tables and chairs to some areas in the temple grounds map.

Artwork

Tiles:

  • x12 Below Temple Trim Variants
  • x9 Below Temple Wall Variants
  • x22 Below Temple Stone Pathway Variants
  • x3 Front-facing Iron Bars Variants
  • x1 Below Temple Dirt Ground)
     

Objects:

  • x1 Iron Bar Door
  • x1 Wooden Bench
  • x1 Wooden Stool
  • x2 Wooden Table Variants
  • 1x Clay Bowl
  • 1x Clay Water Urn

Map Decor

Most of the objects seen above have been added to existing maps, primarily interiors. I mapped out how I want the underground maps to be layed out as, which will be next week's focus.

Tower, first floor.

Tower, first floor.

Tower, second floor.

Tower, second floor.

As you can see, the decorations really help fill the emptiness. Though there is definitely room for more variety, which will come at a later point. I still need to fill the third floor, then I'll start work on the underground sections.


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, gab to @ShyyGuy, comment on the Facebook page, or respond in the comment section below.

Do you want to support this ambitious project? Here's what you can do:

  1. Become a Patron here!
  2. Tell your friends and family about Pilgrimage of Embers!
  3. Retweetrepost, and share the content that you like!

Thank you for reading!

From Enckling, with love.
Shyy Guy