top of page
1st_news

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

Weekly edition of the Winterfall Vlog. Every Thursday a bit of talk about the work, the story, the discipline and the journey. The raw version of this Vlog is published earlier on our Patreon and then formatted for Youtube for publishing on Thursdays.





Thank you to all our backers over time and more recently on Patreon. 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

In this new edition, we deal with the core design concepts of Winterfall and how they are expressed in the tagline "Make War, Make Love, Make History".

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 tackling broader issues as we want to release a more fleshed out "Open World"/Exploration alpha. While it will not contain a full gameplay loop initially, we still want it to contain some playable smaller loops and gameplay segments.


Combat Mode & Controller

- Combo7 Functionality restored on all Combat Stances. Combo 7 is a knockdown combo

- Combo 3 4 9 and 10 inputs deactivated, leaving 6 attack inputs (from 10). Will reactivate once timings are fixed


Cloudedness & Defeat


- Max Cloudedness triggers a Cloudedness Hazard. Currently simple placeholder event (very angry bot spawn)

- Excess Adventure Damage leads to Misadventure (defeat type)

- "Retreat" considered a Woe. Converts pending Weariness into Spent Weariness.

- Defeat Screens for all 4 Defeat Types: Defeat, Misadventure, Grief and Failure


Hearth & Fire

- Hearths (and player-made fires in general) now check whether they have Cover against rain or are Exposed

- Covered/Exposed status indicated beneath Hearth

- Fires now deplete faster, through both real world time and in-game time

- Objects now tagged as Fuel. Increase Fire/Hearth HP

- Each 120hp Increase increases visible Fire level by 1

- Fire objects destroyed at -120hp (120 below 0)

- Fuel object "destroyed" when fed into Fire

- Fixed Fire Fuel pickup objects for shoulder carry

- Small edit to fire prefab for better lighting


World

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


Known Issues & Short Term Plans

- Finish fixing timing Issues on the remaining Combat Attacks (inputs 3 4 9 and 10) - Move Tools inputs from Mousewheel to number keys

- Cooldown for Tool switching - Firekit usage and fire placement unreliable at times. Investigating - Gauntlet Mode Goals and Circumstances, paving the way for implementation as Open World Hazards:

Goals

- Boss Duel

- Transport/Lead # of objects to Destination

- Destroy Number of Objects

- Reach Location

- Escape Area

- Complete Interaction

- Defeat All Spawned Bots

- Protect Object from Destruction

Circumstances

- "Until Time Runs Out"

- "Before Time Runs Out"

- Horde Mode


- Implement Sprint Stamina Cost & Passage of Time

- Camera Tweaks

- Implement basic "Monsters" for Cloudedness Hazard


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





bottom of page