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

Update #47 - Audio & Map Design

Good Friday! I'm back after a lengthy break and some important distractions. Here are the minor changes for these past few weeks:

  • Minor performance enhancements to some GameObject classes.
  • FlyingInsect objects now properly return home rather than spinning in circles when too far away.
  • Added a new GameObject, "SetFloor". Changes the floor of the entity inside the rectangle.
  • Made a spritesheet template generator program.
  • Changed UI "Artisan's Counter" to "Offerings".
  • Most offerings in the "Offerings" UI now can have an item and ember cost.
  • Changed UI "Soul Warping" to "Flame Warping".
  • Fixed a dumb coder error that caused the "draw area" to increase relative to camera distance from top-left corner. Big performance boost.
  • GameObjects can now have individual clipping margins.
  • Added a new GameObject, "WindAudio". SFX that is manipulated by the wind.
  • Fixed a small error with reading objects (line was parseName).
  • Fixed how the camera deals with small maps.
  • Resized temple interior tiles.
  • Added the ability for map makers to choose if the "Activation" object's trigger state is saved.

Audio

As you can hear in the video, I've added in wind-affected audio, which can be applied to any 2D SFX. This should work especially well with trees. Besides wind, I also completed the following sounds:

  • Smoldering Embers Retrieved
  • Smoldering Embers Idling
  • Flame Monument Ignition
  • Flame Monument Idling
  • Flame Monument Activation

Sadly, there still aren't any leaves on the trees here, so I'll have to wait to get some of those sounds.


Map Design

I added in two small maps to the game. One to the northwest, and the other is in the base of the tower.

This is the northwest map, whose entrance is somewhat hidden. It lacks an item or flower to make it this area special, but I'll add in something good!

towerFirstFloor.png

The first floor of the tower. Perhaps there is something under this tower?


For next week, I have a bit of content in the works, such as entity animations and other sound effects. Truly, I only need to:

  • Add in more maps
  • Finish animations
  • Work on audio
  • Finish weapons and armor
  • Get some A.I. going

Other than various tasks, that's about it. I'm so close.

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