Global Update 0.1.3a


Hello everyone! After 40 days of developing the major update 0.1.3a (I was sick for the first few days, so those don't really count), I managed to do a lot of important things for the game's code.

First of all, I optimized it and made it more convenient in certain places, so that it would be easier to add new content in the future. Secondly, I studied a new method for "rendering" character models, which will fix the visual bug where characters were passing through textures. Moreover, this rendering approach is more optimized. Perhaps, after its implementation, we'll see visible clothing on characters. At the moment, work on the rendering continues, since there are still some issues: for example, missing animations for the belly, weapons, and so on. So, don't expect this improvement in the very next versions.

The third and, probably, the most important change in this version is procedural generation of biomes and locations. I divided the map into 8x8 chunks and reduced the map size from 100 to 64 (in the future, I'll add the ability to choose the map size: 64, 96, 128). I also added several new block types: bushes, trees, small trees. Right now, there's only a forest biome with a few clearings. Why is this the most important? Because it took the most time, and without procedural generation, the adventure mode would not be possible.

Fourth — character traits. For now, there are only three, and they have no penalties. This mechanic was added for future use: with updates, new traits will appear that will affect gameplay more significantly. Penalties for character traits will be added once there are at least 10 traits.

Other small changes are listed below:

Visuals

  • New skins for Sauri and Vulp
  • Added crows (as a decorative element)
  • Added small trees in locations
  • Added visual effects for each weapon type
  • Added a background for the arena
  • Reworked the "Disintegration" animation for ball lightning
  • Reworked lightning animation, now with a new sprite and sound
  • Resprited the inventory, some items, and blocks
  • Renamed the Bee race (Insectoid → Makrevit)

Sounds

  • Added new ambient sounds
  • Improved ambient sounds, now with spatial audio
  • Added a sound for the lightning animation
  • Crow sounds

Global changes

  • Added random location generation
  • Added a context menu on right-click with options: eat food, butcher corpses, and other actions

Gameplay and mechanics

  • Added character traits
  • Added items in locations: berries, sticks, medicinal herbs, mushrooms
  • Added items obtained from butchering corpses: various types of meat, leather, pelts, chitin, tendons, and bones
  • Added the ability to butcher corpses
  • Added new damage types: "Slashing" and "Crushing"
  • The player now starts with random weapons and items
  • Added new weapon types: Stick Staff, Stick Whip
  • Optimized random character generation
  • Removed "Physical" damage type

Balance and bug fixes

  • Fixed hang when choosing the "conjugation" ability
  • Fixed bug with NPC nameplates always being in uppercase
  • Fixed bug with "-1" shown in the corner of the map
  • Fixed crash when using "Conjugation" with ball lightning
  • Fixed crash when using "Pin Down Prey" after prey’s death
  • Fixed crash on player death with open inventory
  • Improved English translation
  • Rebalance: enemies now spawn 1 tile further from the player

Magic and abilities

  • Improved the electromancy tree

What I'm working on right now:

  • New skills — Athletics. By default, players will always have access to three skills: Jump, Dash, and Kick.
    • Jump — allows you to leap over small obstacles.
    • Dash — quickly moves you 2 tiles in any direction and uses less stamina.
    • Kick — pushes an enemy away.
  • New combat mechanic: traps. For now, only bear traps. For this, I’ll need to improve the AI: it will sometimes notice traps and will always see them if they were placed by the player. Bear traps deal heavy damage, inflict the “broken leg” effect, and stun for 1 turn.
  • The first ranged weapon — crossbow. It will be craftable (details later). The crossbow reloads in 3 turns, uses bone bolts, and will be the strongest weapon in the game.
  • Most exciting: crafting! Now you'll be able to create healing salves, primitive weapons, ammunition, possibly even clothing and, as mentioned above, the crossbow. In addition to items, tools will also be used in crafting — for example, you’ll need an item with more than 5 piercing damage to sharpen arrows.
  • Also, male gender for characters will be added (finally!).

That’s all for now; these are the main things I want to see in version 0.1.4a. Thanks to everyone who supports and plays my game!

Files

Wild Dawn 0.1.3a.zip 21 MB
90 days ago

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