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!

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 monday had no Dev Update and as a matter of fact, the week was quiet on the social media front as it featured a mix of necessary "rest" (not) and focus on work due to the difficult and generally underwhelming previous week. So today we're ready to return and report on how the contents of Update #7, about Cell Mechanics, were followed up on.


4x Mechanics and Cells

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

So, here are the development items of this past week:

  • Cells now have a Landscape value and a Primary Content value.

  • Landscape will determine the type of Asset spawned in the Cell and general environmental parameters:

  • Waterland (water-themed environment: river, pools, swamp...)

  • Wilderness (countryside-themed environment: grass, rock & trees)

  • Woodland (forested, forage-rich, harder to navigate environments)

  • Wasteland (mostly open environments, generally bare, predator-rich)

  • Primary Content sets the gameplay theme for the Cell (Currently simple coloured cubes.)

  • Waste: The cell is empty of any special/specific content

  • Obstacle: Clutter the Landscape, must be destroyed to make Navigation easier

  • Resource: Can be Harvested

  • Hostile Camp: Spawns Hostiles

  • Settlement: May spawn Friendlies

  • "Dungeon" Entrance: Meant to lead to an explorable "Interior" space

  • Primary Content Rules determine the object size and spawn occurrence of objects

  • Waste & Obstacles make up 60% of Cells

  • Resource Cells make up 20% of Cells

  • Hostile Camp Cells make up 10% of Cells

  • Settlement Cells make up 5% of Cells

  • Dungeon Entrance Cells make up 5% of Cells

  • Most above objects have HP and can be destroyed or harvested if properly equipped


The above items serve as much for procedural generation as they do serve for manual world-building guidance.

For example, we can either load a pre-made level and adapt Cell Contents to it, or generate a new Cell Grid and build based on the settings of each Cell. We are still a bit of a long way to being able to procedurally generate fully functional worlds but that is not really the goal. The goal is to use procedural generation in conjunction with manual building.

Additional items taken care of as far as Cells are concerned:

  • Distribution rules for Landscape & Primary Contents

  • Landscapes matching to Environment Mood Mechanics

  • No Settlements & No Claims in 3-cell Radius around Hostile Camps

  • Cells procedurally generated & manually editable

Hearth Mechanics

The Hearth is close to the center of the play experience since it's not only your respawn point in case of Woe (defeat), it's also the point from which you will perform many character interactions, as well as the spot by which you will ultimately construct your base. Currently, Hearth work is divided in two main parts:

  1. Basic Mechanics: how to build a Hearth, Hearth "life" and depletion, replenishment and so on

  2. Advanced Mechanics: Camping interactions: healing, bushcraft, base-building

As of the following items, we are now 100% done with the Basic Mechanics:

  • Changes to Hearth "HP" tracking: now displayed at all times near Player Stats

  • Adjustments to Hearth HP Depletion through Time & Weather

  • Hearth Depletion turned off in Gauntlet Mode

  • Hearth Mechanics now complete

Misc

  • Fixed Collider Deactivation Issues on Push/Pull Box, making it impossible to Climb on after usage

Currently Working On

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

  • Surveying Incidents: Rules and mechanics for triggering gameplay events while Surveying

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!