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!