:: Finally managed to make saving and loading work, which involved doing a big refactor on the data that was being kept on each entity. I’m using my own circular-functions library and even had to push a small bugfix after about 4 years. See it working in the video below.
This will require some more testing, some bugs likely managed to slip in since it’s a big change.
Also, since the last update, the changes done by Jucarave for door handling were merged in, as well as the popups with item descriptions.
Next up to finish milestone is:
Line of Sight, still thinking of how to do it, considering the following options:
True LOS using raycasting or shadowcasting like a traditional roguelike, might be a bit heavy in the processing and might look a bit weird with the scrolling, but would be more accurate and apply to a lot of different situations without special casing. Just need to define whether a particular cell type is opaque or not.
Ultima 7-like, using different “zones of sight”, so if you are inside a building you can only see inside the building (but you can also see other nearby building through the walls!), and if you are outside the buildings you can only see the wilderness (but you can see through buildings!).
Ultima 6-like, with more elaborate areas of sight, so once you open a door you “unveil” the room, but then would have to keep track of these areas, and model them as part of the maps. Also you can see other unveiled rooms thru the walls.
Here comes a big batch of work, prompted mainly by us participating in Crea Digital, a Colombia government grant/contest/thing, since some friends told us its guidelines are pretty in line with Expedition.
So we went into it… and after a lot of paper-work, we submitted on Thursday. Hope we can get these funds to pay for the much-needed artwork!
Besides the planning work, most of the dev was aimed to create an Alpha version showing a historical Muisca campaign. Muiscas is the culture that lived in Colombia before the Spanish came, I designed a scenario around the tragic legend of Pacanchique.
Here’s a video of the current alpha release!
There is another thing that changed now. So far I’ve been focusing on creating a “Demo” of the game to show it to potential publishers. That hasn’t worked so far and I’ve almost run out of resources to continue, so we are now looking forward to creating a fully playable version of the game, and publish it ourselves in case we cannot find a good deal, let’s see how far we can go with our own funds.
We are going to focus on a gameplay mode where you land at a procedurally generated island and you explore it to find discoveries (native cultures, artifacts, plants, and animals) while surviving dangers such as animals or savages. You need to build some outposts in order to recover your health and be able to push inland more every time.
Some other project news is the team is growing! we were joined by
David Flórez for art and 3D modeling and Juan Carlos García (QuietGecko) for SFX and Music. Along with the efforts of Paul Pereda and Camilo Ramirez, they were key in order to be able to complete the demo for Crea Digital, welcome guys!
New Campaign “Sons of Bachué”, starting in Hunza with a party of Muisca spearmen.
Sample terrain based on the Muisca Confederation territory.
Add cities and temples to visit using their own test models.
Add quest to visit Sugamuxi on a time limit
Add Muisca map
Unit Selection and targetting
Allow selecting units with a single click
Show cursor in target location when moving units.
Separated Camping and town building, you can now build outposts independently.
SFX and Music
Add new SFX for combat
Add new rain ambiance
Add music for exploration with the Muisca civ.
You can now camp/rest anywhere inland, not just in camps.
Add a bonus to fatigue recovery if resting in a camp.
Don’t increase fatigue while resting
Display death notification of crew member including death cause
Make player units move normally during combat regardless of fatigue
Removed town name labels (testing to see what’s better)
Added back temporary icons to the buildings in towns, temporarily.
Keep faces of people in towns
Added option to receive artifact in a conversation
Change camera position on the title screen
Added support for localization and Spanish bundle.
Strengthened the clouds particle effect, so it looks foggier.
Did some fixes on the “RTS-like” units selection system and some cleanup on the UI.
Speaking about Combat, you can now commanding units to move somewhere or attack a given unit while in combat mode.
I still continue experimenting with the visual style for forests… it’s an endless conflict between preserving the intended “scale” of the world, while avoid it looking too flat while dealing with achieving adequate performance. Fun.
This week we hope to push hard in order to have a playable version of the game that can be tested since we are applying for a government grant.
Added a component to my project’s website called “tweet of the day”, it picks a project from the list and then formats its data as a tweet.
At some point in the future I might set it up so that the tweet is done automatically, for now, I myself am copying it, editing it (sometimes picking a better URL than it currently does), tagging contributors correctly, etc. All these things I might automatize sometime.
In order to give each project a fair chance of appearing, and not repeating projects too often, I’m shuffling the projects using seededshuffle, and then picking one based on the day of the epoch.
const ss = require('seededshuffle');
projects = ss.shuffle(projects, 'patienceIsTheKey', true);
const now = new Date();
const fullDaysSinceEpoch = Math.floor(now/8.64e7);
project = flatProjects[fullDaysSinceEpoch % projects.length];
As an added thing, when it picks a project that is currently unavailable, I’m trying to come up with at least a gameplay video or something that shows what it was like. Right now there are lots of dead links in the page (naturally).