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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


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:

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:

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


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:

Thank you very much!

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