Tribe Of Pok on Steam Greenlight and Alpha 14 Update!

Along with this month’s update, we are also launching onto Steam Greenlight and would appreciate votes! Spread the word! Here’s the Greenlight Trailer:

I’ve been spending a lot of my time working on promotional materials for Greenlight and polishing the user experience this month. This includes adding keyboard shortcuts for certain UI elements, which actually helped me to make a better trailer since I could hide the UI but still interact with the game. There’s no interface yet for changing the shortcut keys, but they can be modified via the xml files.

20160224 TribeFull (Medium)

Some game functions have also been moved around to be more intuitive. For example, the crafting menu can now be accessed from the side UI menu, rather than from the Task button at the top UI menu. To me this makes more sense, since all the other assignments/building construction are made from the side menu.

20160202 CraftUISideMenu

The Stone Henge monument has also been completed, and you can now build it in-game from the various pieces. There’s still a display issue where the pieces overlap incorrectly if built in the wrong order and it looks a bit funny. It doesn’t affect gameplay, but it’s one of those things that keeps me up at night.

20160202 StoneHenge

Tribal tattoos have also been improved. The placeholder images are replaced with about 30 different characters from the Vinca Symbols. The Vinca Symbols are a set of symbols that were found in Europe, believed to be from the Neolithic Era. I thought they looked pretty cool and would make good symbols to stick on Pokian’s chests. You can also adjust the colour of your symbol separately from the colour of your tribe members!

20160202 TattoosDifferent

Here’s the full change list for Alpha 14:

Features

  • Move timeline from tribe panel to win page
  • Improved colour selection for tribe members
  • Added functionality for resource regeneration
  • Added crusty lichen and green moss to Tundra biome
  • Include time taken for extract/gather in tooltip
  • Added keyboard shortcuts for side menu
  • Added filter on craft panel for only showing objects we have materials available
  • Add base animal spawning rate to xml to biomes
  • Add hide/show UI functionality into keyMap
  • Side menu shortcut keys can be modified in xml
  • Allow access of crafting panel from side menu
  • Added Stone Henge alternate images
  • Tattoo colours are now adjustable
  • Added about 30 tattoos to list
  • Added separate cooldown functionality between weapons and fistycuffs

Gameplay

  • Changed Bunch type objects to Grass type
  • Changed some object crafting requirements from Grass Bunch to Any Grass
  • Foreign tribe relations are influenced by hue instead of rgb colours
  • Changed available map sizes on world generation page to be more sensible
  • Rebalanced all relation and discovery modifiers
  • Rebalanced tundra resource spawning
  • Axe, bow and spear cooldown time increased from 20 to 30

Fixes

  • Modified tribe panel display to be more informative for each tribe member
  • Fixed two objects of same type but different category not being used correctly
  • Fixed craft tasks being assigned on top of existing buildings
  • Fixed multiple craft tasks on same workshop hex
  • Fixed keyboard shortcuts working while textbox is active
  • Fixed combat music not looping when in combat mode
  • Fixed combat mode selection not registering humans correctly
  • Fixed super lag in combat mode when sending Pokians to unnavigable position
  • Fixed diplomacy panel ??? colour changing when switching from known tribe to unknown tribe
  • Fixed misaligned saved game page when too many save games
  • Fixed deer not fleeing when attacked
  • Fixed cooking meat on fire poles when no camp fire available
  • Fixed unable to assign fire task when no material available
  • Fixed rare crashing bug when assigning tasks while game was not paused
  • Fixed cloud effects using wrong image when game loaded
  • Optimised building layer drawing
  • Fixed godray movement for main page
  • Updated tutorial for Crafting
  • Fixed assigning stockpile from stock panel not selecting side menu properly
  • Fixed ticking/unticking query panel filter not sticking between panel changes
  • Fixed sand texture red border sometimes appearing when scrolling map
  • Fix gather time in tooltip not displaying properly
  • Fixed crashing notifications when moving to the front
  • Fixed discrepency between diplomacy panel relations display and actual value changes
  • Fixed occasional crashing bug when loading game with weapon in another object
  • Fixed scrolling crash when applying filter on second page

Steam Greenlight – Vote for this game
Twitter – ParsleyPWG
Website – PokingWaterGames.com

By |March 8th, 2016|GameDev|0 Comments

Colours and Tattoos in Alpha 13

Continuing on from my last video, here is a new one on prosperity, influence and crafting in Tribe Of Pok:

This update is mainly about adding functionality and fixes rather than gameplay changes. You can now select the colour of your tribe members and give them a tattoo to distinguish them from other tribes’ members. They can be any colour you want simply by adjusting the RGB values on the World Generation page. The tattoo can be selected from a range of presets (currently using placeholders).

20160117 TribeColourChange

At this point I thought it would be interesting to turn this “tribal colour” into another layer of gameplay. When your tribe meets a foreign tribe for the first time, the tribes know nothing about each other. They make judgements based on first impressions, which is where their colour comes in. Diplomatic relations are affected based on the difference between the two tribes’ colours. The larger the difference, the larger the penalty. For example a pure red tribe would tend to dislike a pink tribe, but not as much as they would hate a pure blue tribe. Of course, you can overcome these natural relations penalties by performing actions the foreign tribe likes, as I discussed in the last update.

20160126 ColourEffect

Lastly, let’s talk about charts! I enjoy looking at numbers and statistics when playing games, which is why this game itself is so simulation-heavy. Now I’ve added history charts that track food and prosperity so you can see how they are changing over time. You can access them by clicking on the small panel at the top that shows your current water, prosperity and food supply. I should be able to add more charts e.g for tribe relations without too much trouble in the future.

20160126 ProsperityChart

Here’s a full list of changes for Alpha 13:

Features

  • Add cactus tree to semi-arid
  • Implemented statistics page
  • Added tracking for objects used/created by humans
  • Added chart for prosperity history to stats page
  • Added query box for quick ground details
  • Added categories in crafting menu
  • Added colour picker tribe members
  • Added functionality for tattoos on bodies
  • Added tattoo selection to GenWorld Page
  • Added functionality for relation effect based on colour
  • Added foreign tribe member display to diplomacy panel
  • Added sprite indicator for where craft tasks will be assigned on map
  • Can access statistics page by clicking panel summary
  • Added chart for food history to stats page

MakePoint

Gameplay

  • Foreign relations affected by tribe colour differences
  • Foreign tribe colour and tattoo slowly revealed as discovery level increases
  • Increased jaggedness of default map

HarvestPoint

Fixes

  • Major optimisation of snowing effect
  • Fixed snow not loading straight away when loading game
  • Fixed various variables not loading correctly when loading game
  • Change task panel materials to read from owned objects instead of nearby objects
  • Fixed animals slightly lagging behind their clothing when drawn
  • Fixed not all bodies displaying clothing at start
  • Fixed crashing bug when loading game due to VFX vertex positions not reset properly
  • Tweaked day/night shader for a bluish hue at night
  • Fixed tribe colour changing when night/day changes
  • Fixed unable to extract herb bush

Twitter – ParsleyPWG
Website – PokingWaterGames.com

By |January 27th, 2016|GameDev|0 Comments

Tundra and Semi-Arid biomes in Alpha 12

I’ve made a gameplay video talking briefly about getting started in the game, specifically getting water, extracting and gathering resources:

New Biomes

In this update I’ve focused on adding new biomes. This means refactoring some of the world generation algorithms to support a wider variety of features. Rivers can now experience daily and seasonal flooding. For each hour we can increase or decrease the level of water entering the map. For example, we can increase the water level during spring to simulate ice melting upstream and flooding the map. There’s a lot of flexibility in this system since these numbers can be set and tweaked in xml data files. In future when simulating coastal areas, I could use the same system to simulate hourly tidal changes.

20151225 River change

One of the new biomes is the Tundra. This is a very cold, flat biome where plants find it hard to grow. This was implemented by adjusting the daily temperature variations, height levels, resource distribution, etc in the data files. Then I experimented with the world generation until the numbers produced some nice looking maps.

20151225 Snowfall

One issue I had was with snow. In this cold biome, snow was a lot more frequent and it also melted in spotted patches. This constant snowing/melting didn’t look very nice in the previous version, so I had to rework the graphic effect to make it nicer.

20151225 Snowmelt

Besides tundra, I’ve also created a semi-arid biome. In contrast to the tundra, this one is hot and dry most of the year. They will each have unique animals and plants that make surviving a different experience. For example, in the tundra there are very few trees, so you will have to rely more on hunting animals for food and construction materials. Both of these biomes probably need more balancing in terms of resources and weather. This is a first pass at getting the functionality in for that.

20151225 Tundra

20151225 Semiarid

Extracting Resources

Speaking of functionality, I’ve made a slight tweak in the way resources are extracted. When you extract a resource, there might be different outcomes depending on the type of resource. So for example, extract a granite rock and there is now a 20% chance of getting a piece of flint instead of just a granite rock. The beauty of the system I’ve created is that I can apply this to almost any other action when designing the game! I can make starting a campfire have a 20% chance to create an uncontrollable wild fire (I won’t do that – but I could). Or maybe extracting a tree could have a 5% chance of spawning a Giant Sloth who was sleeping in it! The possibilities are endless.

20151225 Extract Tooltip

Anyway those are the main points for this month. Below is the changelog for the Alpha 12 Update:

Alpha 12

Features

  • Added exclamation marks to Stockpile panel when nothing allowed in pile
  • Added first pass of tundra and semi-arid biome
  • Improved snowing animation appearance and disappearance
  • Added fluctuating river heights over a year
  • Removed scenery colour changing in Autumn and Winter
  • Added spawn density for resources in xml
  • New sand ground type
  • Add ability to choose seed on world generation page
  • Harvest % chance success displays in tooltip
  • Added increase rainfall chance reward
  • Added random generator for world seed and tribe name
  • Added vsync to options menu

Gameplay

  • Animals move adjacent to water instead of on top to drink from it
  • Water flows downhill faster
  • Soil saturation flows downhill slower
  • Adjusted quartz rock spawn variables
  • Bear, tiger and mammoth carcass have specific butcher remains
  • Improved gravel generation
  • Height shown when placing meeting point
  • If snow present on cell, extracting task is slower
  • Improved river flow speed via teleportation
  • Bushes slow down movement
  • Sand slows down movement
  • Humanoids can swim over deep water
  • Extract now has probabilities for extra materials

Fixes

  • Major optimisation of fight or flight AI
  • Fixed great hunt achievement asking for too many animals
  • Fixed hut objects not registering in Stock panel
  • Fixed selection box not following walking human
  • Fixed humans not finding food inside huts when not already inside
  • Tweaked plant death animations
  • Fix not scrolling properly through tribe member list
  • Optimised water saturation
  • Optimised water flow calculation
  • Improved river generation algorithm
  • Animals no longer immediately drown in deep water
  • Fix resizing window causes loss of framerate limit and vsync
  • Fixed weather patterns starting on day 2 instead of day 1

Support development via Itch.io

Twitter – ParsleyPWG
Website – PokingWaterGames.com

By |December 25th, 2015|GameDev|0 Comments

Tribal Relations and Alpha 11

For this update I’ve been mainly working on a major overhaul of the diplomacy system. I think it now fits in better with the direction the game is going, I’ll talk more about that in a moment.

20151122 GroupSleeping

In the previous system we had sending scouts off the map, and buttons to perform “Actions” like taunting or attacking other tribes. It was becoming very complex from a programming perspective, and I found it wasn’t very engaging from a gameplay perspective either. Sometimes you would order a person to go scout, they would have another more urgent desire along the way (like being attacked by an animal) and it would cause edge case AI problems that took ages to troubleshoot. The interface required for diplomacy missions would also have required a lot more work as more Actions were added. It started to feel like a separate system from the rest of the game, rather than an integrated part of it.

20151122 FightBear

Discovery

So I threw that away, salvaged what was still useful and built a new mechanism for diplomacy with neighbouring tribes. It’s a two-stage system that I think is pretty unique. The first stage is Discovery. This is when your tribe doesn’t know about the existence of other tribes. You have to do certain things within your tribe for these foreign tribes to notice you and increase their discovery level.

Each foreign tribe has a set of ‘influencers’ that affects how quickly they discover your tribe. For example, one tribe might have smoke from fires as an influencer, so the more fires you start, the faster their discovery level increases. Another tribe could notice there are less animals in the area due to your overhunting and decide to investigate (well, they don’t actually investigate but their discovery level increases).

20151122 DiscoveryPanel

Note that all these influencers are tied to things you can affect on the game map. It builds on the core game mechanics like starting fires, hunting, etc which I think works way better than the previous system.

Relations

Once a tribe’s discovery level reaches 100%, the second stage commences. This is the relations stage. The influencers that previously affected a tribe’s discovery rate now affect how that tribe feels towards you. For example, let’s say the number of fires is an influencer in the Discovery stage. Does that tribe feel inspired by your control over such a force of nature, or threatened by your pyromaniac tendencies? This will affect whether they like you more, or hate you more.

20151122 RelationPanel

So that’s the big change in this update. I’ve also made various balance changes, visual improvements and the usual bug fixes. A full change log is listed below.

Alpha 11

Features

  • Added x button to close management panels
  • Sort stockpile panel by most to least stuff
  • Add sleep vfx
  • Added flashing for notifications when they appear
  • Separated building menu into groups of buildings
  • Added raindrop animation
  • Added close window button to query panel
  • Add movement speed increase reward
  • Change blood layer into animation that slowly fades away
  • Number of relation influencers increases as discovery level increases

20151122 RainDrops

Gameplay

  • Achievement massacre wood requirement scales with prosperity
  • Achievement Great hunt scales with prosperity
  • In satisfying hunger, human will immediately seek food again if not fully satiated
  • Reduced food supply contribution to prosperity from 5 to 3
  • Reduced rate of influence shrinking when prosperity too low
  • Added ability to deconstruct buildings using extract button
  • Wild animals now avoid larger area around human influence
  • Cooked meat provides much more hunger revival than fruit
  • Overhauled foreign tribe discovery mechanics
  • Foreign tribes have 3 randomly selected discovery mechanisms
  • Overhaul relation modifiers with foreign tribes
  • Foreign tribe relations based on likes/dislikes from discovery
  • Improved raiding party AI behaviour

20151122 Sleeping

Fixes

  • Fixed placing buildings task being cancelled by humans
  • Added cooldown for failed tasks so not constantly reattempting them
  • Properly space Objectives, active and news on right side depending on window size
  • Fixed various problems with notifications
  • Fixed if clicking on same notification twice, will not create another one of same type
  • Fix stockpile panel scroll button not working and add columns
  • Fixed human standing in water when idling and getting wet
  • Fix multiple humans going after the same piece of food
  • Fixed button array scrolling issue when over > 2 pages
  • Fixed crafting objects even without required materials
  • Fixed non-humanoid mammals not burning when on fire
  • Fixed great hunt objective completion not triggering
  • Fix not cooking some meats randomly
  • Fixed incorrect image for vfx when loading game
  • Fixed same reward choices all the time appearing
  • Fixed make object task failing due to unset position
  • Fixed crafting objects reset after Pokian abandons task
  • Removed redundant scout profession
  • Moved blood layer to between ground and object layer

Support development via Itch.io

Twitter – ParsleyPWG
Website – PokingWaterGames.com

By |November 23rd, 2015|GameDev|0 Comments

New trailer and Alpha 10!

Introducing the first trailer for Tribe Of Pok:

Trailer Production

It’s amazing how long it takes to make a one-minute video. You have to plan out each scene, then go in-game and shoot it. Then you realise you need special debug functionality to capture the scenes you want, so you have to program those in. Luckily a few of the scenes happened naturally in the course of gameplay (and I happened to have a recent save handy so I could replay it over and over). Add in effects and overlays, and you end up with a good chunk of time taken.

It was an enjoyable learning experience, I think I might create a few more tutorial-type videos showing how to play the game. As for trailers, I probably won’t make another for a while unless an awesome idea grips me.

Village

Of course this month wasn’t just spent making videos, there’s also been a few substantial changes to the game.

What’s New?

Animations have been improved using the animation system I implemented last month. Animals push and shove as they fight. Trees sprout into existence and fall over when they die. The good thing about this system is I can stretch, shrink, offset and transform existing images to create the illusion of movement/action without having to create lots of separate sprites. I can use mathematics to bounce, wiggle and shake objects which I’m more comfortable doing rather than blowing the budget on animations.

20151024GrowingPlants

Some work was done on the new player experience as well. Tutorials pop up now to ensure the player doesn’t miss them, and I’ve also added more tooltips. One fairly big addition is tooltips for extracting, harvesting and butchering. When you hover over a hex with a designation active, the tooltip will tell you what the output will be if you assign a task there. E.g. click on the Extract designation, hover over a tree and it will list wood and twigs as the product. Once you’ve cut down the tree, hover over that same hex again and if there’s fertile ground, it will list grass as the product. The tooltips are context sensitive. Here we have an example of hovering over the same tree when Extracting vs Harvesting. You can see the different outputs depending on the context:

20151024ToolTip

Here’s a full list of updates:

Features

  • Added animation for living thing maturing
  • Added first pass of ruins on map as a resource
  • Animal spawning is now biome-specific
  • Added automatic settings for first time playing
  • Added scrolling and zooming acceleration
  • Added cloud particle effect
  • Added tutorial for stockpile window choices
  • Added tooltip when in extract and harvest mode for materials produced
  • Added tooltip for required materials to start fire

20151024Monuments

Gameplay

  • Implemented different species for foreign tribe members
  • Player can choose reward after completing objective
  • Changed displaying animal cooldown when fighting to displaying health
  • Replaced pierce, slash, blunt with just damage
  • Replaced individual protection with just armor
  • Reworked sprint and movement speed
  • Reformulated attack/defense calculation
  • When fighting on same hex, added goal for animal to move off cell if lighter than opponent
  • Change default starting families to 3
  • Add butcher button to sidemenu and remove from querypanel
  • Raw meat now produces two cooked meat
  • Flowing water increases plant death chance

20151024GrassClothing

Fixes

  • Set up blackouts on diplomacy panel for tasks that can’t be done yet
  • Tutorial now pops up screen all the time
  • Fixed tooltip hidden under mouse cursor
  • Added cooldown for animal noises so not so repetitive
  • Fix gaps between tiles when zooming sometimes
  • Fixed constant sound repeat for news items
  • Fix fighting news report appearing and disappearing really quickly
  • Fixed camera slightly offset when zooming to locations
  • Blackout speed buttons when no meeting point set yet
  • Fixed mid-navigation path recalculation off by one
  • Smoothed out volume changes from scrolling around map
  • Fix combat arrows not following humans smoothly
  • Reward events panel now pops in front of normal events panel
  • Fixed animal leaders jumping around when they should be idling
  • Fix human getting distracted by animal when not actually scared of animal
  • Fixed navigation to adjacent square not possible in certain circumstances
  • Make save icon stay on screen longer
  • Fixed animal not drinking water when on top of it

By the way, the game is now also available via Itch.io!

Twitter – ParsleyPWG
Website – PokingWaterGames.com

By |October 23rd, 2015|GameDev|0 Comments

Alpha 9: Huts, Objectives and Animations

New demo available!

The most exciting change in this update is the introduction of huts! You can now build huts out of wood or bone, depending on what is more readily available. Huts take many resources and a long time to build, so they are not essential to your tribe’s survival. If you want to play as if your tribe is nomadic, you can do so. However, huts have a large storage area and your Pokians will sleep in a hut if there is room.

20150914 Huts

Last update I introduced the first pass of an objectives system. In this update I’ve improved upon that. Requests can come from either your Pokians or foreign tribes (once they are discovered). If you complete the request, you gain a minor reward. This can be for example, everyone crafting faster for the next 48 hours. My favourite request at the moment is sacrificing an animal carcass at an altar.

20150914 Sacrifice

I’m always trying to think of new, fun objectives to implement. Also, I’ve changed the way fires light up the surrounding area so it’s softer and looks better. Wild fires also spread up to two hexes away, which means more FUN when things get out of control!

20150914 WildFire

Finally I’d like to mention animations! When plants spawn or die there is now a short animation that plays.

20150914 PlantAnimate

A full list of changes for Alpha 9 is below:

New Features:

  • Spawnable resources and plants is read from xml for each biome
  • Added huts and altar buildings
  • Reintroduced twigs object in wood category
  • Stockpile settings applicable to buildings
  • Tribe requests from Pokians are now in a panel under Tasks
  • Notification buttons darken when they have been viewed
  • Add tutorial for tribe requests panel
  • Added trading objective with foreign tribes
  • Added News section to the UI with various news items
  • Added option to limit framerate to 30 FPS for slow computers
  • Added news item when Pokian is fighting
  • Added functionality for rotating objects
  • Added animations for plants dying and sprouting

Gameplay

  • Humans will seek hut to sleep in if available
  • Add limit to how much huts can store
  • Allow plonking buildings without all required materials
  • Fuelling fires uses twigs now instead of logs
  • Include buildings in influence area in prosperity calculation
  • Added timer to objectives so they can expire
  • Improved resource deposit generator
  • Created herb bush for gathering edible herbs
  • Increased range of wild fire spread to 2 hexes
  • Halved flammability of plants
  • Burn carcass mission needs to be done at an altar
  • Reduced volume of carcasses by 2.0
  • Modified effective speed formula so heavy carcasses easier to carry
  • Added “Great Hunt” objective
  • Removed alert text from UI
  • Added object status ‘dead’
  • More dynamic calculation for plant deaths
  • Massively reduced tree growth in winter
  • Increased deterioration due to old age in all living things to 75%

Fixes

  • Fixed human unable to get off hut once built
  • Changed map menu button for building to yellow
  • Added image icons for query panel action buttons
  • Humans can drop objects from adjacent cells now
  • Fixed humans exiting huts from incorrect cell
  • Disable deleting ability for primary objectives
  • Refactored object statistics in xml for better organisation
  • Added extra check to prevent duplicate possible requests
  • Fixed large building selection in building menu
  • Water transitions smoother
  • Fix loading game drawing clothing for off map humans
  • Fixed cancelling task while Pokian off map makes them disappear forever
  • Fixed human returning from trade mission dropping objects on edge of map
  • Fixed loaded game not remembering task’s required materials
  • Fixed scout going off map when not even on map edge
  • Fixed animations looking the same when game loaded
  • Fixed drawing clothing on animals twice
  • Fixed secondary light sources not displaying unless first light source displayed
  • Fixed cancelling stored object task not stopping Pokian from storing object
  • Fixed bed not recognised as building
  • Fixed changing meeting point causes bits of old meeting point to be left over
  • Fixed can’t bury humanoid carcass
  • Fixed rain noise volume was scaling based on humidity
  • Fixed disease symptoms sound effects playing when zoomed out
  • Reduced animal decision making frequency by 66% to improve performance
  • Fixed snowing and raining stopping every hour in winter
  • Fixed loading game food pit with unassigned stockpile reassigning stockpile

If you would like to support development you can purchase and play the Alpha or sign up to the newsletter

Twitter – ParsleyPWG
Website – PokingWaterGames.com

By |September 15th, 2015|GameDev|0 Comments

Alpha 8 Update – Movement and Sprites

This update features smoother transitions for animal movements, changes to the way objects are displayed, an improved system for constructing buildings and a new plant generation algorithm.

The tough part in making smoother animal movements was in the way I was calculating movement. Previously if an animal decided to switch directions mid-movement, it could do that straight away. Now the animal needs to complete any movement it’s already started before it can change directions.

20150724 SmoothMoves

All objects placed out in the open now show up on screen at the same time. This makes it easier to see objects at a glance.

20150812 Objects

You can now select from multiple images for a single building where available. For example, building walls you can choose the orientation of each piece. The behaviour and underlying properties of the wall pieces will be the same.

20150803 Walls

Finally I’ve implemented a new plant generation algorithm. For each hex there is a chance of a tree or bush growing, which is checked regularly. If the check passes, then an allowable plant grows on that hex. The probability is affected by factors like amount of soil, fertility and water saturation of each hex. I’ve found this creates an interesting dynamic where plants are much more likely to grow right after it rains, when the soil is most saturated.

20150808 PlantGeneration

New Features

  • Custom mouse icon with option to turn it off
  • Items on the ground are smaller sized and randomly placed
  • Animals now move smoothly instead of jumping from one cell to another
  • Added ability to select different sprites for building walls
  • Task panel shows object sprites instead of only names
  • Added tutorial for diplomacy panel and foreign tribes
  • Tribe panel scrolling support for lots of tribe members

Gameplay

  • Added more mini-objectives
  • Animals now must complete movement to hex before starting movement to next hex
  • Removed teleporting water which was too CPU-intensive
  • Constructing walls now properly pushes other objects out of hex
  • Rebalanced water evaporation/saturation so puddles stay longer
  • Humans will not procreate unless there is enough prosperity relative to tribe size
  • Turned tree and bush growth calculation into fixed probability
  • Ground water saturation has greater effect on plant growth, massive growth after it rains

Fixes

  • Fixed bug with task progress not set properly when halfway through task
  • Fixed starting game clicks on something immediately
  • Improved layout of diplomacy panel
  • Fixed direction switches partway through movement
  • Doubled default framerate to 60FPS
  • Fixed animals with unassigned factions not attacking eachother
  • Fixed crashing from adding task with no available materials
  • Fixed trying to build when not enough materials and added tooltip
  • Fixed infinite loop when scout going off map
  • Fixed human not disappearing when going off map
  • Fixed failed build task message appearing when actually successful
  • Fixed buildings not orientated properly when game loaded
  • Major optimisation of water calculations
  • Fixed task building not unreserving materials when not all materials found

If you would like to support development you can purchase and play the Alpha or sign up to the newsletter

Twitter – ParsleyPWG
Website – PokingWaterGames.com

By |August 13th, 2015|GameDev|0 Comments

Alpha 7 Update – Tutorials and Objectives

Alpha 7 is ready and posted, with a new Demo as well as a new Gameplay Video. In this update the main focus is on improving the Tutorial and adding an Objectives System.

Thanks to feedback I received, I learned the game was a bit overwhelming to the new player with all the different systems interacting at once. It’s hard to experience your own game like a new player when you’ve worked on it for thousands of hours! On the left-hand side of the screen, it now lists the current objective based on the current active tutorial.

20150708 Camping

The update also includes the first iteration of the main objectives for the player. These are increasing Prosperity and discovering all neighbouring tribes, which now begin as “Unknown”. A new Scout profession allows you to select which Pokians can go on Scouting missions. A summarised list of changes is below. If you like more detail, weekly progress is listed here, here, here, here or here.

20150702 DriedPond

New Features

  • Implemented nomads joining your tribe event
  • Implemented achievements/objectives for tutorial
  • Added various event-related notifications
  • Added more tutorials and made the transition smoother
  • Added minimap rectangle to let player know current viewing area
  • Refactored game engine to allow for new games without restarting
  • Events panel can be moved around and position is remembered
  • Added scout task for human AI to explore surrounding area
  • Added some diplomacy-related tasks
  • Added sound effects for eating, drinking and shivering
  • Added food security and burning carcass objectives
  • Pokians won’t perform any tasks if their primary needs are too low

Gameplay

  • Nomad appearance chance based on current tribe size relative to prosperity
  • Doubled water update frequency
  • Added main objectives for discovering all tribes and becoming most prosperous tribe
  • Diplomacy panel disabled and blacked out until first main objective complete
  • Modified Career class so Pokians can have multiple professions
  • Added foreign tribe discovery stages
  • Moved scouting action from tribe-specific action to global action in diplomacy panel
  • Foreign tribe prosperity fluctuates in proportion to foreign tribe size
  • Halved day length to fit new update frequency
  • Reduced severity of hunger and thirst effects due to sickness
  • All animals eat and drink twice as fast
  • Change notification sound to achievement completion sound
  • Decreased rate of gaining symptoms from sickness
  • Increase base influence area around camp
  • Made data overlay for forbidden movement hexes clearer
  • Animal spawns are less aggressive overall
  • Change animal decision to migrate to take into account crowdedness
  • Changed animals to disengage targets if they are out of breath
  • Reduced severity of food decay

20150702 SoMuchPain

Fixes

  • Notifications now show most recent first
  • Fixed changing combat move direction not immediately removing previous move order
  • Fixed tutorial and event notifications bugs
  • Tutorial notifications now have green text
  • Fixed duplicate water supply hexes
  • Fixed crashing when closing game with human off map
  • Refactored object destruction to be more stable
  • Fixed filter broken on task query panel
  • Fixed combat mode tutorial achievement appearing even when no tutorial
  • Fixed migrating animals not being properly deleted off map
  • Minor objectives only activate when tutorial over
  • Fixed humans not using fists when no weapons to hold
  • Fixed filling water skin from river not giving clean water
  • Improved debug panel
  • Fixed move forbid cells not remembered when saving game
  • Fixed if human can’t reach extract/harvest task, performing task via telepathy
  • Fixed herbs counting towards food stockpile even though no hunger reduction
  • Fixed humans sleeping and storing objects in shallow water
  • Fixed when zoomed out, combat mode selection not scaling as well

If you would like to support development you can purchase and play the Alpha or sign up to the newsletter

Twitter – ParsleyPWG

Website – PokingWaterGames.com

By |July 9th, 2015|GameDev|0 Comments

Tribe Of Pok: Changelog for Alpha 6

This update focuses on improvements to the Combat user interface and mechanics. Although fighting is not a major focus of the game, it’s still important that combat feels solid, given how important it is for hunting animals and protecting the tribe. A full change log is listed below. Firstly, here is a screenshot of the new main menu with a beautiful background by our artist Alfonso:

20150528 mainmenupreview

Alpha 6 Changelog

New Features

  • Implement animation for mosquito and fish school
  • Added clay as a resource
  • Added clay statue and clay necklace items
  • Diseases on/off toggle on Generate World Page
  • Entering/exiting combat mode is more prominent (UI changes and music added)
  • Added battle damage reports under human thoughts query panel
  • Bipedal animals get randomly selected proper names instead of being numbers
  • Added tutorial for query panel
  • First implementation of query panel filtering (only vital statistics show up unless filter unticked)
  • Added music volume slider on options page
  • In combat mode, player units and enemies differentiated by green and red text
  • Added ability to select all Warriors from side menu in combat mode
  • Added short tutorial for entering combat mode
  • Implemented new main menu background/music
  • Added path building for increasing movement speed

20150522 Fighting

Gameplay Changes

  • Reduce frequency of fish and mosquito creation
  • Changed ant mount generation from completely random to forming in patches
  • Ant mounds no longer take up space (volume = 0)
  • All animals now have a body, not just bipedal animals
  • Damage amount of variation is dependent on strength of damage
  • Added natural pierce, slash, blunt protection for animals
  • Added damage to clothing durability when body part hit
  • Replace attacking cool down green bars with blue bars
  • Removed tribe member’s sickness/disease from prosperity calculation
  • When in combat mode and selecting Pokians, query panel now autodisplays random selected Pokian
  • Implemented variable attack speeds for different animals
  • Bow reimplemented, creates arrows automatically
  • Arrows disappear through decay after small amount of time
  • Changed sleep progress bar from zZz to blue moons
  • Combat dodge chance varies depending on stamina
  • Stamina reduced by fighting
  • Added aggression comparison to fight or flight AI to decide which animal flees
  • Tweaked plant harvest chance growth so higher in summer/spring and decreases in autumn/winter
  • Tweaked some symptoms effects for more fun

20150604 Path

Fixes

  • Fixed mini-map clicking not going to the correct location
  • Fish school image adjusted so it appears underwater
  • Fixed animal fat using fish image and fish using animal fat image
  • Fixed bubble text alignment
  • Fix tool-tip going too far left when off screen
  • Removed redundant minor/major injury designations from query panel
  • Fixed animal attacking itself after another animal begins attacking it
  • Small tweak to global enemy targeting to stop premature “No more fighting” comment
  • Fixed warriors running away when still in combat mode
  • Fixed tile map not drawing bounds correctly
  • Tweaked combat mode so Pokian doesn’t switch between attacking and running away rapidly
  • Tweaked input processor to stop camera jumping around when assigning movement in combat mode
  • Game window only edge scrolls when it’s in focus
  • When entering/exiting combat mode, close query panels and map menu
  • Fixed sprite getting stuck as explosion cloud
  • Fixed flying weapons not showing up and aligning properly
  • Fixed UI combat arrows not aligned properly for attack
  • Realigned panel summary info to be below top menu
  • Tweaked UI side menu sprites for meeting point and start fire
  • Fix exiting UI state via side menu not removing centered text
  • Slight changes to which thoughts show up on screen
  • Fix text going out of bounds in notes
  • If Pokian in middle of task and decides to do something more important, will put task back on queue for others
  • Fixed destroying animal while fighting causes winner to be stuck in loop

If you would like to support development you can purchase and play the Alpha or sign up to the newsletter

Twitter – ParsleyPWG
Website – PokingWaterGames.com

By |June 4th, 2015|GameDev|0 Comments

Tribe Of Pok: Improvements made to the combat UI

Been working on battle reporting lately. When a Pokian swings an axe, throws a spear, causes damage or gets attacked the event is recorded. Information about each hit can be found by hovering over the actions in the query panel. Damage to weapons and clothing durability are also recorded.

20150516 QueryCombat

To go with this, I made some combat mode improvements to how unit and target selection work. You can now also specify which Pokians you want to choose to move, even if there are multiple standing on the same tile. Right-click the name to de-select that Pokian.

20150520 CombatSelect

Then when you click on a hex with possible targets, a pop up appears allowing you to select which animal to attack

20150520 CombatTarget

It’s also more obvious when you’ve entered Combat Mode now. Battle music will start playing and the UI changes colour. I’ve also made some menus and panels auto-close when switching between modes to keep things clean.

20150520 CombatUI.png

Some other improvements to combat:

  • AI improvements. When you select a target for your Pokians to attack, they will keep attacking it until they are too weak, even if you exit Combat Mode. Previously if you exited Combat Mode while they were still fighting, they would run away immediately.
  • All animals now have natural slash, blunt and pierce protections, so some weapons are more effective against certain animals
  • All animals now have a body, not just bipedal animals (means front paws can be damaged separately from the head for example)
  • Damage is not fixed anymore, instead it varies around a base level. This is to overcome the 20 pierce defense clothing providing immunity from the 20 pierce attack weapon problem
By |May 20th, 2015|GameDev|0 Comments