Greetings,


To secure and speed up the release pace, and minimize the occurrence of such delays, you can support us on Patreon at https://www.patreon.com/winterfallgame


Last monday, we talked about the design work going on regarding the "4x" aspect of the game, that is Explore, Expand, Exploit and Exterminate, in the same way you have it in strategy games of that genre, except here adapted to RPG gameplay. I quote:


So this past week, groundwork to be able to soon begin implementation of such mechanics was the focus.

First of all, we set off to rebuilding the world through a Demo map whose specifics and goals are:

  • 25x25km

  • Divided into 9 main areas (3x3)

  • Each Area divided into 100 (10x10) Cells

  • Cells procedurally populated with Resource Nodes or Empty

  • Resource Cells and Empty Cells randomly occupied by Obstacles, Perils

  • Cells must be Cleared of Obstacles & Perils to be Claimed

So it follows that during the week we worked on implementing some of those key points:

  • The World Space is now divided into Cells

  • Cells have 5 Statuses: Occupied, Cleared, Claimed, Contested, Inhabited

  • Occupied Cells are populated by configurable challenges posed by hostile inhabitants

  • You must defeat those Inhabitants to Clear the Cell and then be able to Claim

  • A Claimed Cell will be "developable" for your own use

At the moment, there is no "own use" to Claim the Cell for, but that's coming along. The whole framework to make sure the above targets were met took up the bulk of the week. Dev Hands-On preview below, in the Dev Scene from Hell.

This is a scaled down version of a single 10x10 Cells regional layout, about 10% of real size.

We are now sorting the further developments that will take up most of the workload this week: there is much to do, there are many different things that we could do that would take us in all kinds of directions, so as usual the goal will be to make the most sensible choices towards staying on track to increase the playability of this version. Some of the likely targets in the very near future:

  • Cell Contents (Primary): Cell theme/Main Cell feature (Obstacle, Resource, Hostile Camp, Settlement, etc)

  • Cell Contents (Secondary): Additional, lesser features, in a Cell (Item, Interactive, Encounter, etc)

  • Procedural Generation Rules: Proportions and distribution rules to the spawning of Cell Contents

  • Surveying: Mechanics involved in exploring Cells to assess their contents, opportunities & perils

Once all that is solved, the next step for this system will be to move towards greater interactivity in the context of Base Building, because Claiming Cells and harvesting Resources is all well and good, but useless if you do not have a Base to give purpose to those efforts.


Still Pending Fixes

- After Boss Bot spawn, all bot spawns in subsequent waves are Boss Bots

- Make Hearth undepletable in Gauntlet Mode

- Add and configure Interaction Goal, Defeat All goal and Protect Goal

- Finish fixing timing Issues on the remaining Combat Attacks (inputs 3 4 9 and 10)

- Fix Sprint's Stamina Cost & Passage of Time

- Camera Tweaks & Small UI Fixes

- Implement basic "Monsters" for Cloudedness Hazard


And as usual, you can:

- Join us on Patreon: https://www.patreon.com/winterfallgame - Join us on Facebook: https://www.facebook.com/winterfallgame - Join us on Twitter: https://www.twitter.com/willyouovercome - Join us on Discord: https://discord.gg/ERANgnbSeV

Thank you very much!

Greetings,


To secure and speed up the release pace, and minimize the occurrence of such delays, you can support us on Patreon at https://www.patreon.com/winterfallgame


The past week was not an active dev week but rather what we'll call a "soft dev" week: most of the work focused on the level design/world building, as well as game design.


The current stage of Winterfall's existence involves a lot of cleaning up, rebuilding, restructuring and reassembling, after years and years of open-ended "research & development" where we built innovative or experimental systems to either make sure they were buildable, or to figure out if they worked gameplay-wise. As you can see on our public Trello, a lot was done.


In this current stage, as we proceed in very restricted conditions resources-wise, we gotta make sure we make smart, productive decisions and maintain practical focus. So every now and then, it's good to put the hard dev on hold and do a bit of thinking.

So let's address the three things that mostly received attention this week.


4x Mechanics

Winterfall is made of the blending of several game genres into one broader experience. One of those genres is the 4x Strategy genre, inasmuch as gameplay takes you to follow 4x objectives:

  • Explore an open world map

  • Expand your presence on that base by making land claims

  • Exploit the Resource Nodes you claim to build facilities and field units

  • all this to Exterminate any Hostile presence on the map.

Here is how it fits in the broader structure of the game's design:



So this past week, groundwork to be able to soon begin implementation of such mechanics was the focus.

First of all, we set off to rebuilding the world through a Demo map whose specifics and goals are:

  • 25x25km

  • Divided into 9 main areas (3x3)

  • Each Area divided into 100 (10x10) Cells

  • Cells procedurally populated with Resource Nodes or Empty

  • Resource Cells and Empty Cells randomly occupied by Obstacles, Perils

  • Cells must be Cleared of Obstacles & Perils to be Claimed


Initially, Exploration & Cell-Clearing gives you opportunity to scavenge your first resources and missing equipment.

From there, you will get to develop your base on one of the predetermined spots you selected through your initial exploration.


From there, it's pretty standard Base-building:

  • From Hideaway Camp to Fortress, through a total of 8 levels of Base Upgrade

  • New Visitors travel by your base periodically, and can be encountered in the Wild

  • Recruit those you like or those whose skills you need

  • Each Upgrade Level (based on Resource Requirements) unlocks new potential building options

  • Visitors you Recruit enable you to build those previously unlocked buildings

Work was also done determining specifics of the Resource system, how you go about Harvesting and Scavenging, what are the main items in the game, the professions/skills list and many such things.


We will address all this more thoroughly in a dedicated post as we make progress on implementation.


We also built lots of new modular construction parts for future use, by us and by players, to make nice, functional and visually appropriate buildings:


Example:

And finally, in keeping with its traditional uses, the Character Creator Prototype produced some nice as well as suitably demonic test characters. We love the range it offers, where even without spending a lot of time, it's very easy to get characters that are vastly dissimilar. Remember, PROTOTYPE FOOTAGE, VISUALS NOT FINAL:

That's all for now. All for this post at least, for as always there's much more going on, but can't address it all, the work won't do itself! So, we're going back to it, stay tuned for more material. And as usual, you can:

Join us on Patreon: https://www.patreon.com/winterfallgame Join us on Facebook: https://www.facebook.com/winterfallgame Join us on Twitter: https://www.twitter.com/willyouovercome Join us on Discord: https://discord.gg/ERANgnbSeV

Thank you very much!

Greetings, As of our ongoing work to rebuild Winterfall by reimplementing, improving or fixing our old mechanics, during the past week, we have been updating the Combat build on several points.


To secure and speed up the release pace, and minimize the occurrence of such delays, you can support us on Patreon at https://www.patreon.com/winterfallgame


Here is the list of updates. We are adding a first slew of "gameplay goals" for future usage in our various systems of emergent gameplay. Initially, those are added to Gauntlet Mode (the combat gameplay mode) for testing, until they make it to the broader gameplay.


Gauntlet Mode Goals and Circumstances

Goals

- "Boss" Duel: face and overcome a single, stronger opponent

- Transport: Gather objects and carry them to a destination

- Destroy Number of Objects: Destroy a number of objects spawned in the scene

- Reach Location: Attain a location in the scene and stay there

- Escape/Leave/Keep Out of Area: Stay out of an area to avoid harsh penalties

Circumstances

- "Until Time Runs Out": Stick to goal for countdown duration

- "Before Time Runs Out": Complete objective before countdown expires

- Endless Bots: Bots keep coming at you until the goal is completed


As always, what was intended to be a quick update took up most of the week, as the system contains lots of dependencies and exceptions that needed to be accommodated for. It's another one of those somewhat "thankless" updates, where a lot of work is done but it doesn't appear as a long list of showy objects. And yet, it is all crucial work that sets the ground for later gameplay.


Tools

- Unbind Tools from Mousewheel Up/Down

- Bind Tools to numeric keys


World

- Further tweaks to environment to restore it for Open World update


Known Issues & Short Term Plans

- After Boss Bot spawn, all bot spawns in subsequent waves are Boss Bots

- Make Hearth undepletable in Gauntlet Mode

- Add and configure Interaction Goal, Defeat All goal and Protect Goal

- Finish fixing timing Issues on the remaining Combat Attacks (inputs 3 4 9 and 10)

- Fix Sprint's Stamina Cost & Passage of Time

- Camera Tweaks & Small UI Fixes

- Implement basic "Monsters" for Cloudedness Hazard



Original Combat Alpha Build here (does NOT yet contain above updates): https://www.patreon.com/posts/52531521