Tribe Of Pok has just released on Steam!

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Tribe Of Pok Release version 1.00 is out on Steam (and itch.io)!

What a journey to get to this point! When I started working on Tribe Of Pok in 2012, I never anticipated the game would evolve into what it is today.

ScreenshotFinal

I will probably put out a few more updates to the game as I see how players interact with it. Almost certainly I will see things I never expected. The great thing about having all the different systems interacting like evaporation, fertility, temperature and humidity, day/night and seasonal cycles, food decay and diseases is the emergent gameplay that appears!

20160604 CampFire

Remember, we have our Wiki hosted by Gamepedia which has some interesting details on the game mechanics.

If you have any questions, we also have our forums.

And once again here are our launch trailers:

Steam | Itch.io | Twitter | Website

By |August 23rd, 2016|GameDev|0 Comments

Tribe Of Pok Beta 22 and Launch Trailer!

SteamHeader

The game is releasing on Steam on the 23rd August, here’s the launch trailer!

It’s only 3 days away, so this will probably be the final Beta and pretty much what the Release version will look like. There’s actually quite a significant change to the endgame in this version.

20160820 Decay

Raw materials all have bacterial decay now. The decay is slow and varies depending on the environmental conditions and material type. This encourages the player to craft and build higher tier objects which don’t suffer from the same level of decay.

20160820 Deathmod

I’ve also added a pregnancy/nomad modifier to avoid the cases where lots of Pokians die but you get new ones almost immediately because of a high prosperity. Now if you get a death, there is a reduction in the probability of pregnancy/nomads appearing. This reduction disappears over time. I was actually surprised by how often people died in player’s games. I guess testing the game for hundreds of hours means I know it too well!

Lastly, the steam trading cards are done and the theme is animals! Here’s a look at the bear trading card:

bear

And here’s the full list of changes for Beta 22:

Features

  • New version releases will no longer overwrite user config changes on Steam

20151024Monuments

Gameplay

  • Slightly increased chance of water evaporation
  • Reimplemented puddles on game start so there is water present
  • Added bacterial decay for many raw materials
  • Added large water decay for dyes
  • Changed decay effect to show up based on how fast object is decaying
  • Increased default average foreign tribe starting prosperity
  • Added modifier for pregnancy and nomads chance based on recent deaths

20160609 Dyes

Bug Fixes

  • Fixed priority task extract not listing whether ground or object
  • Made destroying building from query panel and extract button do the same thing
  • Fixed oversized buildings not disappearing completely when destroyed
  • Removed redundant destroy building task
  • Fixed Pokian trying to enter a building that has been destroyed getting stuck
  • Added check for geovapour being too large and causing endless rain

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By |August 20th, 2016|GameDev|0 Comments

Tribe Of Pok Beta 21.02

Another quick patch for some minor issues!

Features

  • Removed annoying shaman rain notification

Gameplay

  • Made stone knife and waterskin bag as default desired for new Pokians
  • Changed walls from being impassable to very difficult to cross over

Bug fixes

  • Removed automatic start fire when stoke fire fails in case Pokian doesn’t have Spark ability
  • Fixed priority zero tasks disappearing from existence and leaving ghost icon
  • Fixed notifications not being blurred out properly
  • Fixed unable to extract walls
  • Fixed priority list not listing whole word for extracts

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By |August 12th, 2016|GameDev|0 Comments

Tribe Of Pok Beta 21.01

Just a quick update! I found a few problems with some of the less obvious aspects of combat. Apparently humans were ignoring the cool-down timing of their weapons and swinging like crazy regardless of their weapon type. Also, armor values weren’t being applied correctly for different types of clothing. They’ve been fixed, combat should be slower paced and a lot less frantic now!

Full list of changes for Beta 21:

Features

  • Added missing material name to task query panel for crafting/construction
  • Added button for saving stockpile name on stockpile panel
  • Allow longer typed tribe names on world generation page

Gameplay

  • Slightly reduced buffalo melee strength

Bug Fixes

  • Fixed game weapon cooldowns not being set
  • Fixed human cooldowns defined in xml being ignored
  • Fixed armor values of clothing not being applied correctly
  • Fixed unable to select attack target in combat mode when animal pushed off hex

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By |August 11th, 2016|GameDev|0 Comments

Tribe Of Pok Beta 20

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I’ve set a date for the Release 1.0 version, which will launch on Steam on 23rd August! Note that the Itch.io price will be going up about a week before. So get it now if you’re interested!

ScreenshotTimeline

A new trailer is currently in the works and I’ve been focused on getting all the marketing materials updated and integrating the game with Steam. It’s a bit nerve-wracking doing this all by myself, but also exciting.

Here’s the full list of changes in the latest Beta 20, compatible with all saved games from Alpha 18:

Features

  • Added forming a new family into tribe timeline
  • Hovering over stockpile panel items gives description for item
  • Added descriptions for all objects

Gameplay

  • Reduced amount of animal fat from carcasses
  • Reduced number of twigs from trees
  • Reduced amount of wood for anti-nature request
  • Increased cooldown of all weapons by 50%
  • Doubled rate of water evaporation
  • Improved tundra biome height profile for less flooding
  • Adjusted tundra biome river pattern to flow during spring and stop during autumn

Bug Fixes

  • Fixed when having lots of tribe members tribe panel getting out of line
  • Fixed random new relation notification not updating the tribe name
  • Added check to prevent negative animal dodge chance
  • Side construction menu and stock list panel more responsive
  • Fixed autosave tooltip appearing even when not autosaving

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By |July 28th, 2016|GameDev|0 Comments

Tribe Of Pok Beta 19

20160718 Tribe

Welcome to the first beta for Tribe Of Pok! There are a lot of bug fixes and usability improvements in this version. Since I’m not adding any major features, your saved games from Alpha 18 are compatible.

20160718 Decaying

Features

  • Added default setting for allowed clothing and tools for new Pokians
  • Added highlight when hovering over craft tasks in craft panel
  • Allowed clicking on needed items in craft panel to add craft task
  • Improved tooltip descriptions for craft objects in craft panel

Gameplay

  • Added Stone Camp building for lighting additional camp fires
  • Made grass bunches and grass clothing flammable
  • Increased bow cooldown time from 30 to 45

Bug Fixes

  • Fixed contructing building over plants pushing to adjacent hex instead of killing it
  • Fixed crafting task being created on buildings when no Work Areas assigned
  • Fixed Pokians walking over fire too easily
  • Set allow debug to off by default and add option in options file
  • Add tutorial for height once player has clicked on main meeting button
  • Extended the stockpile panel category and name lists to 15 items
  • Removed fail task notification to stop constant popping up of cook meat fail
  • Fixed mammoth carcass butchering no materials
  • Fixed animals idly wandering into tribe influence area
  • Added tooltip description for some buildings and items
  • Fixed naked body parts not being recognised in certain circumstances
  • Fixed stuttering when too many items near meeting point
  • Fixed child’s parent showing as spouse on query panel

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Website – PokingWaterGames.com

By |July 18th, 2016|GameDev|0 Comments

Traps and Lightning in Alpha 18 and our Wiki page

Firstly, check out the new Forces Of Nature Trailer to celebrate the move to the Beta phase of development!

Also, we now have a Wiki page where you can find helpful tips for playing the game!

The first new thing you will notice is the lightning. Lightning can cause wildfires which can spread when it’s not raining, so they can be particularly dangerous. Luckily lightning only happens when it rains, so usually the rain will put out the fire before it spreads too far. I have made it optional on the world generation page.

There are now two types of traps, the spike trap and the snare trap. A snare trap will immobilise any animals that walk over it, if they are under 100kg. Heavier animals will still set off the trap, but will not be caught in it. Once an animal is stuck in a snare trap, you can wait for it to starve and then collect the carcass, or attack it.

20160704 DeerSnareTrap

A spike trap works differently. Instead of trapping the animal, it does damage to all animals that walk over it. To reset a trap, there is now also a new button on the side menu which works similarly to the extract, gather and butcher buttons.

20160704 SpikeTrap

Also in this update are smoother animations when objects are created/destroyed. Below you can see the animation of a carcass disappearing and materials appearing when it is butchered. The same principle applies when crafting objects, cutting down trees, etc so everything should look better overall.

20160625 ButcherAnimate

I’ve also improved the battle reporting for your Pokians. You can get a better idea of how damaged arms/legs are affecting a fight by opening up a tribe member’s query panel and going to the “Thoughts” tab.

20160704 BattleReport

So what’s next? I still have a few improvements to make in Tribe Of Pok, and maybe adding more content depending on how well the game does. With the new traps system the game can be considered feature complete.

Here’s a full list of the changes:

Features

  • Turned off automatic trap resetting
  • Added reset trap button to the side menu
  • Added maximum weight variable for traps to work
  • Added progress bar for resetting trap task
  • Display animal weights and max trap weights in query panel
  • Added checkbox on world generation page for lightning
  • Added lightning strike news event
  • Added previous name to carcass query panel
  • Allow hiding lists on right side of screen
  • Added battle reporting to include damage reduction due to appendage effectiveness
  • Added note to harvestig tutorial to not assign too many tasks at once
  • Smoothed spawning of objects animation when created on map
  • Added ability to select stockpile border image
  • Added ability to select work area image
  • Added checkboxes for borders to designation side menu

20160409 WeatherUI

Gameplay

  • Added reward for decreasing precipitation by 100% and changed increasing precipitation to 100%
  • Soil chunks decay over time
  • Decaying objects animate away instead of instantly disappearing
  • Lowered tundra biome base river height and added period of no water flow
  • Added humanoid meat
  • Added spike trap
  • Added decay and durability loss for traps
  • Halved time taken to reset trap
  • Increased water decay of charcoal and added bacteria decay
  • Modified average foreign tribe size increase to remain static
  • Reduced animal stacking on same hex when fighting close quarters
  • Modified scared check for animals to avoid mammoths running from humans
  • Added borders to display stockpile and work areas
  • Increased amount of time some news items stay in list
  • Allow people to step on hex where pole fire burning, but not camp fire
  • Added check to prevent trees/bushes growing on construction sites
  • Add mention of waterskin to water tutorial

20160409 SeasonUI

Bug Fixes

  • Fixed rectangle select doesn’t work in combat mode for some orientations
  • Fixed object shrinking not accumulating when it’s supposed to
  • Fixed tool tip not appearing for gen world checkboxes
  • Fixed statistics page chart positioning
  • Fixed carcass buried in burial plot not having proper name
  • Expanded shaman initiation notification to include how to activate
  • Fixed can’t combat mode set move position where objects already present
  • Changed the query panel status tab cuts/bruises tooltip to indicate effect of damage
  • Fixed damage reporting so proper amounts are reported
  • Fixed side submenu checkboxes alignment adjusting based on scale
  • Fixed crafting objects being counted towards objective even when only probability of success
  • Remove debug height from query panel
  • Prevent resources from spawning over buildings
  • Fixed tree saplings not appearing
  • Fixed wild fire not going out when spreading to burning things under water

Twitter – ParsleyPWG
Website – PokingWaterGames.com

By |July 12th, 2016|GameDev|0 Comments

Crab Spawns, Coloured Hair and Customisation in Alpha 17

Firstly, here’s a short video demonstrating some of the new features in the game. If you prefer to read, the fuller description is below.

Some work has been done on improving the balance and functionality of the different biomes. In particular the beach biome, where I’ve made adjustments to the spawning parameters of crab holes along the beach. Crab holes now only spawn once the tide goes out, and are destroyed as the tide comes back in. So your best time to extract crabs will be at dusk or at dawn.

20160609 CrabHoles

There are quite a few new tribe options now, the main ones being hair colour selection and trait selection. Much like tribe colour, hair colour affects foreign tribe’s relations towards your tribe. So you can have a foreign tribe that likes your tribe colour but dislikes your hair colour.

Traits give the player some customisation options if they prefer playing a certain way.

20160626 TribeOptionsSmall

As I approach the end of Alpha, I’ve added more visual effects to make identifying what’s going on easier for the player. You will see decay lines coming out of items and carcasses on the ground that are losing durability.

20160604 FoodInWater2

When a Pokian is wet and thus more susceptible to hypothermia, you will also see water dripping from their body. Older Pokians and other humanoids have their hair turn grey and shrivel up slightly as they age. Below you can really see the effect when the ageing process is sped up.

20160517 OldAge

The probability of new Pokians arriving or being born is displayed on the tribe panel. Previously there was nothing to tell the player how likely they were to arrive, and you would get a surprise visit from new Pokians without having time to prepare clothing etc.

20160609 PokianProbability

The charting functions have also been improved quite a bit. You can see foreign tribe’s prosperity over time on the statistics page once you have fully discovered the foreign tribe.

20160609 Chart

That’s just a selection of the changes in this update. I did quite a bit of game balancing and bug fixes as well. Here’s the full list below.

Features

  • Selectable tribe hair colour
  • Hair colour turns grey as Pokians age
  • Pokians start shriveling as they approach old age
  • Added influence border selection for player
  • Added keyboard rebinding on Options page
  • Added options for Fahrenheit and imperial weights
  • Task panel and query panel now show name of object being crafted, harvested, extracted or stored
  • Added timeline events for main objective and tribe relation discoveries
  • Add probability of foreign raid in next 24 hours to diplomacy panel
  • Removed harvest growth speed option on world gen setup
  • Added craft panel categories for trinkets and components
  • Add option on world gen for number of neighbouring tribes and average prosperity
  • Add functionality for multiple datasets in one chart
  • Add foreign tribe prosperities on stats page
  • Add chart for tribe size on stats page
  • Add display for total play time to stats page
  • Added go to location buttons for failed tasks notifications
  • Added tutorial for object decay after main tutorial
  • Tribe panel prosperity breakdown includes trinkets as separate category
  • Added vfx to indicate items on ground decaying
  • Added vfx for wet humanoids
  • Crafting panel includes clothing needed by Pokians
  • Add probability of nomads and pregnancy in next 24 hours to prosperity panel
  • Added partner query item to query panel for humans
  • Added news item when a new family is formed
  • No food or no water flashes in panel summary

20160609 Dyes

Gameplay

  • Removed ability requirement for building monuments
  • Moved tendons into fibre category and changed crafting requirements
  • Hair colour has relations effect with other tribes
  • Modified animal kills relation so only accounts for kills in past year
  • Reduced chance of catching disease by 75%
  • Reduced magnitude of colour different effect on foreign relations
  • Implemented traits for player tribe that affect various aspects of gameplay
  • Every time foreign tribe attacks, reduces hatred by 20
  • Probability of a foreign raid is proportional to relations, with 100% chance of attack at -200
  • Limited maximum positive relationship to 200
  • Necklaces require any fibre for crafting
  • Added totem pole building
  • Added charcoal formation as fires burn
  • Removed weakness disease effect
  • Increased tendon output from butchering carcass
  • Re-enabled prosperity changes for foreign tribes
  • Change rain to snow if rain starts falling and temperature goes below 0 degrees
  • Decreased chance of getting hypothermia/hyperthermia when too hot or cold
  • Tribe possible requests stay up for 3 days instead of 1
  • Improved foreign tribe prosperity fluctuations to be more natural
  • Extracting herbs provides guaranteed herbs compared to harvesting
  • Increased maximum number of members per family to 8
  • Made monuments passable but with high move cost and low speed
  • Halved animal spawn rate in Tundra and Semi-arid biomes
  • Increased cactus fruit yield to 2
  • Changed maximum age of starting tribe from 40 to 26
  • Resources now take 3 days to regenerate instead of regenerating straight away
  • Added requirement for minimum water present for crab holes to spawn
  • Reduced rate of sea shell spawns
  • Reduced impact of night time on desire to sleep so tasks more likely to be completed
  • Rebalanced regeneration rate of all resources
  • Allow animals to sleep under bushes or on ground

TotemPole

Fixes

  • Fixed duplicate first names for bipedals
  • Removed some stats from win page and added others
  • Fixed large object images being unintentionally shrunk slightly
  • Fixed rare river generation crashing bug
  • Weight query displays in kilograms
  • Fixed dodge chance too high
  • Fixed Pokian names not assigned properly
  • Changed object collection tutorial to require object in influence area instead of in Pokian hands
  • Reduced variation in animal base weight to avoid extreme anorexia
  • Added info in tutorial about finding fibres for clothing
  • Snow shows on minimap now
  • Fixed query panel not remembering last selected tabs correctly
  • Fixed bleeding effect stopped showing
  • Fixed rare plant loading game crashing bug
  • Fixed chart mega slowdowns when played for a long time and lots of points
  • Fixed ambient sound volumes not affected by options when game already started
  • Fixed constant timeline printout of main objective
  • Fixed object stretching in hands from height differences
  • Fixed shaman making rain call lots of times
  • Fixed foreign tribe raids only spawning males
  • Fixed monument relations influencer counting large monuments 7x
  • Fixed Tundra biome can’t extract ground
  • Fixed new adult bringing spouse into existing family instead of creating a new family
  • Fixed children sprite not properly changing to adult sprite
  • Added check for potential spouse being an adult
  • Switched two starting tutorial notifications so they make more sense
  • Added check for processing designate tool tip only when mouse not over UI
  • Fixed horse carcass image is human carcass
  • Fixed crafting panel filter not recognising “any” name for materials requirement

Twitter – ParsleyPWG
Website – PokingWaterGames.com
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By |June 8th, 2016|GameDev|0 Comments

Digging Around, Coastlines and New Crafting in Alpha 16

Major changes to world generation this update means you can now dig into the ground for resources! The world is now composed of geological layers, which can be easily edited in the xml data files. If you dig through the soil layer, you can reach the clay layer, and then the gravel layer, and so on. It is different for each biome. Each layer has its own characteristics such as water absorption, fertility, hardness, movement speed, etc. The world looks much more natural with this new system, and I’m especially excited by the flexibility of adding ground layers for each biome with only several lines of xml!

20160513 NewGround

To dig into the ground, just use the extract button just like you would for extracting trees and rocks. As an example, extracting gravel can provide us with granite chunks, along with giving a chance to find some flint chunks.

20160513 TooltipExtract

Another exciting feature of this update is coastlines! I spent about two weeks working on refactoring and improving the water generation algorithm yet again to get this working. I think it was worth it, as now we have working tides! That’s right, the water level rises and falls over the course of a day in the new Rocky Beach biome. When the tide recedes, crab holes may appear in the sand from where you can extract sand crabs. But don’t set up too close to the sea, or the high tide will wet all your tribe’s belongings. This new biome requires some balancing, but it’s there to be played around with for now.

20160513 Tides

On the usability front, I have continued improving task indicators to help the player better understand reasons why something isn’t being done. In the task panel you can now see the reason a task isn’t being completed, whether it is missing materials or no Pokian available with the ability to complete that task.

20160513 TaskAssigns

With a task query panel open, you can also see arrows pointing to the materials that are assigned to that task. In the below image, we have a Spear weapon crafting task that required a stone knife, log wood and animal tendon as materials.

20160513 TaskArrows

Finally, I’ve done a major crafting rebalance so object values, required crafting materials and required abilities are more consistent. In general, crafting an object will increase the value of base materials by 2 to 3 times. Monument construction has also been split up to allow more Pokians to work towards building it at the same time. First you need to craft stone slabs and dyes, and then use those subcomponents as the base materials for a monument.

20160513 MonumentCraftFlow

There’s lots more in this update, but I’m not here to write a novel! Here is the full change list for Alpha 16:

Features

  • Created functionality for unlimited ground layers
  • Major refactoring of land generation code
  • Added layering for ground types in default biome
  • Add functionality for digging into terrain using extract button
  • Added checkboxes to turn off ground extraction in side menu
  • Refactored abilities so they can be defined from xml without restriction
  • Refactored image reading to allow separate male/female children images
  • Added randomiser for tattoo and colour sprite on game setup
  • Added trinket collection mission
  • Hardness added to ground layers
  • Added reason for task not being performed to task panel
  • Map generation page includes option for coastline
  • Add tutorial for gaining diseases and viewing tribe status
  • Added arrows on map when query task panel open indicating materials for the task locations
  • Implement rocky beach biome
  • Added crab resource
  • Added object ambient sound functionality
  • Added task “cooldown” as reason for non-completion of task
  • Added bipedal height/wideness difference for individuals

20160513 Family

Gameplay

  • Tundra reduced daily temperature fluctuations, increased daily temperature fluctuations
  • Added movement cost modifiers based on terrain types
  • Gravel no longer extractable, will be replaced by diggable
  • Changed moss from resource object to ground layer
  • Extracting resources from the ground lowers terrain now
  • Rebalanced weapon abilities and effect on extract/gather/craft speed
  • Added water table for generating water below certain height
  • Added soil object from digging grass
  • Added more animal wandering when idle
  • Added Digging Stick object specialised in digging into ground
  • Implemented children sprites
  • Added burin tool with carve ability
  • Statues changed to require carve ability instead of chop
  • Reduced time taken to start a fire
  • River/coast height determined by water table height
  • River/coast direction on map fixed instead of random
  • Major rebalance of all object values
  • Major rebalance of object crafting time and crafting materials
  • Removed deep water alpha colour change
  • Reduced number of flint pieces available from quartz rock
  • Modified some tutorial requirements to streamline them
  • Split extract stone tutorial into two parts
  • Split monument construction to include crafting subcomponents slab and dye

20160513 Chunks

Fixes

  • Fixed some query items not disappearing when updated while filter is on
  • Fixed timeline scroll not working on win page
  • Fixed timeline event for gaining sickness repeating too often
  • Reimplemented ice forming similar to snow forming
  • Smoothed tundra and semi-arid temperature fluctuations
  • Fixed missing edible lichen image
  • Fixed item abilities not being read properly in task panel crafting tooltip
  • Reduced saving/loading time by 80%
  • Tweaked human sprites so outline colour retained
  • Reduced saturation of humanoid skin colours to look more pleasant
  • Fixed clothing position on children
  • Refactored extract/gather/craft tooltip to standardise format
  • Fixed construction required abilities not being taken into account
  • Tweaked ground saturation to reduce “pulsing” water
  • Major optimisation of water flow
  • Fixed crafting bone statue incorrect material names
  • Fixed plants growing on non-fertile terrain
  • Fixed starting fire ability not being taken into account
  • Fixed bug with selecting attack targets
  • Fixed mammoth unable to cross river
  • Fixed diplomacy panel priorities alignment
  • Add tooltip when trying to assign stockpile hex without selected stockpile
  • Fixed starting fire task failing instead of waiting when twigs being stored
  • Tweaked effect of exposure and wetness on human internal temperature
  • Replaced first names with more easily pronounced names
  • Fixed animals not aging properly

Twitter – ParsleyPWG
Website – PokingWaterGames.com

By |May 13th, 2016|GameDev|0 Comments

Graphical Improvements and New Resources in Alpha 15

In this update we have lots of changes, including graphics replacements, more visual effects, a new tribe name generator, user experience improvements, more tutorials, I could go on and on!

20160409 RiverCrossing

Firstly, graphical updates. The Pokian figures have been replaced with proper characters. They match the rest of the game better now. You can still select their tattoo and colour, and foreign tribes will still be generated with a random tattoo and colour. More of my lingering placeholder UI has also been replaced with visuals that match the game better, like the weather and season sprites. Finally, the terrain transitions have been improved so there are no more sharp divides between hexes.

20160323 NewSprites

Fish have been added as a resource that can be extracted from rivers (requires water to be flowing to spawn fish). Also, mosquitoes spawn in areas of the map when the humidity and temperature are high enough. They can give your Pokians malaria if they hang around infested areas for too long. To accommodate these two “resources”, I’ve made some underlying changes to the resource generation system, so you might notice resources spawn slightly more/less than in the previous version.

20160405 Fish

There were some parts of the tutorial which needed improvement, in particular the stockpiling tutorial. Stockpiles are a very powerful tool and I don’t think that came across clearly enough, so I’ve modified it to better show what you can do with them. There’s also a tutorial for the task panel, where you can now set the priorities of different tasks. While I was looking at this, I also improved task assignments. Tasks are now done in order of assignment after they are sorted by priority.

20160409 TaskPriorities

The last thing I’ll talk about is the epic tribe name generator! It picks a random word from three lists and combines them to give tribes their names. You can still rename your own tribe of course, though foreign tribes will now be more memorable with names like “Crimson Foot Lovers”. I might have to come up with a similar system for human names.

20160405 Name Generator

Here’s the full change list for Alpha 15.

Features

  • Add shivering visual effect for anyone who is cold
  • Display total change of relation/discovery effects on diplomacy panel
  • Added sound for human dying
  • New task request created an icon notification on task button
  • New relation influencer creates an icon notification on diplomacy button
  • Add current human abilities to status page of query panel
  • Human query panel stays on current tab when switching between humans
  • Add stockpile button to side menu to replace map menu stockpiling
  • Added average durability of food to charts
  • Added epic tribe name generator
  • Added items hair string and flax fibres (no use yet)
  • Add temperature/humidity/water range functionality for when resources can appear
  • Added gaining/losing a sickness to timeline
  • Ability requirement added to tooltip for extract/gather/butcher
  • Implemented new human sprites with colour changes and tattoos
  • Added tracking of certain player inputs
  • Added objective descriptors to xml file
  • Added tutorial for storing objects and material collection
  • Implemented better transitions between terrain tiles
  • Added changeable task priorities from task panel
  • Added tutorial for task panel
  • Added tutorials for building materials requirements
  • Added functionality for events panel closing triggering next tutorial

20160409 WeatherUI

Gameplay

  • Make plants/resources much less likely to grow on influence hexes
  • Disallow children from performing any tasks
  • Balanced tribe relations effects so will no longer have all good/bad influencers
  • Made most items decay in water
  • Foreign tribes select random homo species and name when generated
  • Removed restriction from extracting from deep water
  • Added fish spawning as resource
  • Added mosquitoes with malaria sickness
  • Removed restriction requiring large area for meeting point
  • Changed stockpile tutorial so need to create a pile that stores wood
  • Modified task queuing so less frequent shuffling of jobs in queue
  • Added current pregnancies to prosperity check for future pregnancies
  • Massively reduced the number of checks per day for getting pregnant
  • Implement hourly and daily temperature fluctuations from the average
  • Added extra cost modifier to Pokian pathfinder for water

20160409 SeasonUI

Fixes

  • Fixed raids being launched from two different functions
  • Fixed Pokians fleeing from foreign raids instead of helping fellow tribesmen
  • Fixed selection box jumping around sometimes when objects moving
  • Fixed query panel can’t scroll list of thoughts
  • Fixed flashing when snow melting
  • Fixed animal sound effects when fighting not playing occasionally
  • Fixed the long-standing malformed characters bug for random text (finally!!)
  • Fixed hut request counting already constructed huts, instead of only newly constructed ones
  • Fixed pregnancy news item keeps reappearing and making noises
  • Changed out of stamina thought bubble to be animation
  • Fixed activating renaming Pokians textbox causes shortcut keys to stop working
  • Added preventative measure to avoid phantom sprite bug for objs outside FOV
  • Refactored resource spawning for more flexibility
  • Added initial image randomiser for animated objects
  • Fixed certain variables in spawndata not being saved
  • Fixed Pokians losing skin colour when underwater
  • Made default food stockpile more obvious and apply to all new storage buildings
  • Refactored starting fire and placing buildings functionality
  • Fixed tattoo scroll buttons so they are more responsive
  • Fixed objects in left hand not facing correct direction
  • Fixed clicking outside game window assigning tasks
  • Fixed charts not scaling properly with UI
  • Fixed loading game sometimes crashing due to visual effects
  • Fixed allowing butchering and stockpiling carcass at the same time
  • Fixed cancelling task from taskpanel causes priorities list to double-load
  • Tweaked hunger and thirst algorithm for better AI when both values are low
  • Added check for number of Pokians before automatically creating store object tasks
  • Fixed bug with animals navigating to wrong hex sometimes

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Twitter – ParsleyPWG
Website – PokingWaterGames.com

By |April 9th, 2016|GameDev|0 Comments