It’s been 44 days since the last update so let’s go!
CREA Digital winners
We were selected as winners for “Crea Digital”, a program from the Ministries of Culture and Information Technologies of Colombia, with “Expedición: Los Hijos de Bachué”. This will be a scenario based on the Muisca legend of Pacanchique, and the last years of the Muisca Confederation in the central Andes highlands. We expect to make good use of these funds to enhance production, art and UX aspects of the game while producing quality content to be distributed across the country, inspiring children to become game developers in the future and teaching people about their history.
Changes in Exploration
After a lot of experimentation with the forests, including tests with 3d meshes, I decided to tackle the forest issue with a change of perspective. Of course, this isn’t a magical solution but I believe it’s closer to the sense of scale I want to portray.
For the “New Expedition” mode, the player now starts on land in the southeastern-most part of the map, using an adequate sea vessel based on the selected culture.
Regarding field of view, our first approach was to use zoom levels for this so that if for some reason your field of view was restricted, the game would zoom in so that what you could see would fit all screen. I found out this to be a bit confusing and troublesome from the art part, so we are now using a “vignette” effect instead.
We are also now detecting if the expedition is transversing a forest, in which case it moves slower and the field of view is also limited.
Worked further in procedural generation, adding controls to ensure a percentage of the map is above the sea, and smoothing out the mountain peaks to make them look more natural.
Hometown and Transfer Items
For the “New Expedition” mode, the player adventure will start at his “hometown”, where he must stock his Expedition to the unknown. He may come back to town to trade and restock.
The UI is still very early but finally settled on a design for this multipurpose interaction, which will also be used to trade with native towns, and to transfer things between the expedition and locations such as ships and outposts.
The current approach for the long voyages in the open sea. It will be a separate mode in which events will be simulated and things will be handled at a higher level. Will probably add some navigation and weather aspects, as well as events with the crew.
Combat – Pathfinding
We implemented pathfinding in combat using the A* Pathfinding Project, it’s looking much better now.
Added a permanent minimap on the lower-right corner of the HUD, and compressed lots of UI info into the status panel in the lower-left corner. Also increased the size of the Town and Conversation dialogs and relocated them.
Also, after lots of research and experimentation, we were able to add “markers” for the command destinations, painting them over the terrain using “projectors”.
After evaluating different alternatives we settled on handling rivers as meshes generated from polylines (sequences of points), in order to provide more flexibility for their procedural generation. We also added animation to their flow. Their appearance is still work in progress.
Sound effects tests
We introduced speech effects for “commands” as well as random “expressions” from the expedition members during exploring, as well as new sounds playing when the units are injured or die. This is all still in test.