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Greetings,


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


Last week, we skipped the Monday Update because we were still embroiled in the same tasks described the week before and did not get to make considerable progress. There was little point to going over the same stuff again just for a couple dev items.

Thankfully, the latest week was not as plodding and we managed to take care of a number of features to keep improving the system. Should there be no accident this week, we'll come out of it with the Survey/Incidents system fully functional in its core form.


The system now features the following types of Incidents according to the following logic:

  • Animal Spawn

  • Animal Spawn occurs at the lowest Notice level (0-1)

  • An unaware animal or critter wanders by into the player's environment

  • It offers the player an opportunity to ambush the animal

  • Pending: Some animals may alert their environment if they detect the player before he does

  • Tracks Spawn

  • Tracks spawn occurs at the next Notice Level (2-3)

  • The player can hold F near a Track to Inspect it

  • The next Track will spawn, the player can seek it out and repeat the process

  • Tracks spawn in a curve, to avoid criss-crossing and backtracking

  • Pending: At the end of the trail, a Tracking Outcome event plays out

  • Patrol

  • Patrol is the mid-level Notice incident (4-5)

  • An NPC Patrol spawns in the distance

  • Patrol NPCs/Bots flock together

  • Patrol NPCs/Bots walk to the nearest Hostile Camp

  • The Patrol has a Detection Radius

  • If caught in the Detection radius, the Player has a limited amount of time to escape Detection

  • The way the Player behaves (crawl, crouch, crouchwalk, stand idle, walk, jog, run...) impacts Detection

  • The Escape Detection Countdown is shown

  • If Detected, the Player can fight off the Patrol

  • Pending: Alt Goal: If Detected, the Player must Escape to a Hiding spot

  • Ambush

  • Ambush is the higher-level Notice incident (6-8)

  • An NPC/Bot Ambush spawns upon the Player

  • The Player can fight off the Ambush

  • Pending: Alt-Goal: the Player must Escape the Ambush

  • Deadly Ambush

  • Deadly Ambush is the highest-level Notice incident (9-10)

  • A very dangerous (boss-level) NPC/Bot Ambush spawns upon the Player

  • The Player can fight off the Ambush

  • Pending: Alt-Goal: the Player must Escape the Ambush

Except for the PENDING object, the above mechanics are implemented and functional. Patrol allowed us to bring back some semblance of Stealth mechanics, where the way you move (or don't) impacts your detectability and will therefore reward sneakiness.

Here are the next immediate steps for the system:

  • All Mechanics

  • Implement Incident Notifications

  • Patrol Mechanics

  • Double Detection Area Radius Size

  • Obstacles should create dead zones in Detection Areas

  • Auto-Refill of Escape Detection Countdown by 1/second after 3 seconds out

  • Implement Escape Mechanics

  • Ambush

  • Implement Escape Mechanics

Currently, all Incidents are the same, but this system will ultimately evolve towards generating specific Incidents/Incident Scenarios based on external parameters.


In the next string of updates, I would like to see some final improvements brought to Gauntlet Mode so to be able to publish a playable build. I would also like to go return to some fundamental RPG gameplay: stats, inventory and so on. But first things first, finishing Incidents!


Still Pending Fixes (low priority items at the moment)

  • Gauntlet Mode: After Boss Bot spawn, all bot spawns in subsequent waves are Boss Bots

  • 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 & add Cooldown

  • 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 delays, you can support us on Patreon at https://www.patreon.com/winterfallgame

This week, we'd like to thank our new Patron, Noira Fayn. Noira has been an amazing modder for Mass Effect and Dragon Age. So we're honoured to receive her patronage.

This past week was spent continuing the development work on the aspect of the 4x Mechanics pertaining to Region Cells. We finished implementing the Surveying logic and making adjustments and behaviour fixes, as well as general fixes to the Cell Content spawn placeholders.


The primary objects that were taken care of this week were the Ambush incident and the Patrol incident.

You can watch them play out in this commented Dev Snippet:



Still Pending Fixes (low priority items at the moment)

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

  • 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 delays, you can support us on Patreon at https://www.patreon.com/winterfallgame


This past week was spent continuing the development work on the aspect of the 4x Mechanics pertaining to Region Cells. Quick reminder:

  • 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

Surveying & Incidents

Surveying & Surveying Incidents were the big item this week. The logic is simple:

  • Each Cell contains a few Landmarks (5 on average)

  • Those landmarks are Surveying Spots

  • You must Survey at least 2 Landmark out of 5 to be able to Claim the Cell

  • Surveying more than 2 Landmarks decreases the likelihood of the Cell getting Contested

  • While Surveying a Landmark, an Incident may occur

  • Incident type & gravity is determined by your current Notice value

  • The higher your Notice value the higher the risk level of the Incident

  • Currently, Incidents are, from lowest to highest risk:

  • Wildlife is caught at unawares

  • Tracks spawn. Follow them to an Event

  • A Patrol is caught at unawares. Avoid, Escape or Ambush it

  • An Ambush falls upon the Player: Escape or Overcome

  • A Deadly Ambush falls upon the Player: Escape or Overcome

  • At the moment, only one Incident per Cell per Day can be triggered

  • At the moment, all events are generic and placeholder. Later on, Arrays will provide variants of events

Next Up

  • Camp & Base Mechanics: Once Surveying is fully functional, we will move towards improving Camping mechanics as an extension of Hearth Mechanics and Landmark objects, well as beginning to implement Base-Building Mechanics.

Still Pending Fixes (low priority items at the moment)

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

  • 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!

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