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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

Activity Summary Week 22, 2015

For the week from 24 May to 31 May I’ve been working on:

  • Slight changes to which thoughts show up on screen
  • Fix animations not working
  • Fix text going out of bounds in notes by removing colouring words
  • Changed sleep progress bar from zZz to blue moons
  • Change red colouring for combat thoughts to ochre
  • Fixed events panel text going out of bounds at certain UI scales
  • Proper labels for notifications arriving
  • Combat dodge chance varies depending on stamina
  • Stamina reduced by fighting
  • Added aggression comparison to fight or flight to decide which animal flees
  • Tweaked plant harvest chance growth so higher in summer/spring and decrease in autumn/winter
  • If Pokian in middle of task and decides to do something else, will put task back on queue for others
  • Changed building and combat mode side menu UI sprite
  • Tweaked some symptoms effects
  • Fixed query panel click processed twice when tribe panel open
  • Implemented new main menu background with lighting effects
  • All main menu pages display within a box
  • Added functionality for buildings to modify movement speed and cost
  • Added path building which increases movement speed
  • Refactored the way animal movement speed is calculated
  • Fixed destroying animal while fighting causes winner to be stuck in loop
  • Implemented rotation for assigning building sprites
By |June 1st, 2015|Activity Summary|0 Comments

Activity Summary Week 21, 2015

For the week from 18 May to 24 May I’ve been working on:

  • When entering/exiting combat mode, close query panels and map menu
  • Add values for natural protection on all animals
  • Implemented variable attack speed depending on animal
  • Re-implement drowning animal looking for nearest land and navigating to it
  • Refactored object sprites and animations
  • Fix sprite getting stuck as explosion
  • Fix flying weapons not showing up and aligning properly
  • Fix combat arrows not assigned properly for final attack
  • Realigned panel summary info to be below top menu
  • Tweaked sprite colour change due to weather to be consistent with new game speeds
  • Bow re-implemented, creates arrows automatically
  • Arrows disappear through decay after small amount of time
  • Added ability to select all Warriors from side menu in combat mode
  • Added short tutorial for entering combat mode
  • Tweaked UI side menu sprites for meeting point and start fire
  • Fix exiting UI state via side menu not removing title text
By |May 25th, 2015|Activity Summary|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

Activity Summary Week 20, 2015

Many changes to combat mode this week, which has required a lot of internal testing. For the week from 11 May to 17 May I’ve been working on:

  • Fix tooltip going too far left when off screen
  • Removed redundant minor/major injury designations from query panel
  • Fixed Pains in querypanel tooltips showing up in other tabs
  • Put damage summary for each combat event in tooltip in query panel
  • All animals now have a body, not just bipedals
  • Refactored damage calculations
  • Small tweak to global enemy targeting to stop premature “No more fighting” comment
  • Added battle damage reports under human thoughts query panel
  • Added tooltips for battle reports with more details
  • Each damage type amount of variation is dependant on strength of damage type
  • Add disease and family tooltip on Tribe setup page
  • Fixed animal attacking itself after another animal begins attacking it
  • Bipedals get randomly selected proper names instead of being numbers
  • Add weapon durability information to battle reports
  • Updated the way bruises and cuts calculated for more variability
  • Added natural pierce, slash, blunt protection for animals
  • Added clothing damage when hit and wearable on body part
  • Create arena mode to internally test out combat
  • Refactored AI to make fight or flight choice clearer
  • Fixed warriors running away when still in combat mode
  • Fixed tilemap not drawing bounds correctly
  • Animal and human defenses show up in querypanel
  • Added more actions to battle report
  • Tweaked combat mode so Pokian doesn’t switch between attacking and running away rapidly
  • Replace attacking cooldown green bars with blue bars
  • Make UI transition to combat color a gradient of change
  • Implemented main menu and battle music
  • Added tutorial for query panel
  • First implementation of query panel filtering
  • Query panel only exposes vital details at any moment and hides excess details
  • Removed tribe members and sickness from prosperity calculation
  • When in combat mode and selecting Pokians, query panel now autodisplays random selected Pokian
  • Map menu shows selected humans as green text in combat mode
  • Tweaked input processor to stop camera jumping around when assigning movement in combat mode
  • Added music volume slider on options page
By |May 18th, 2015|Activity Summary|0 Comments

Activity Summary Week 19, 2015

This week is split up into two parts to separate the changes in Alpha 5 from the work I’ve been doing in the unreleased Alpha 6. For the week from 04 May to 10 May I’ve been working on:

Alpha 5

  • Fix opening mapmenu then changing gamestate causes unable to get rid of mapmenu
  • Change diplomacy panel elements to be more consistent
  • Fixed some lingering UI scaling issues
  • Added fishing error tipstring if no fishing at location
  • Added click sound for successful gather/extract/fishing/build assignment
  • Fixed panel summary positions not being set on game start
  • Fixed ticking/unticking tribe panel misaligns legend equipment
  • Fixed deleting horizontal button causing other buttons in list to misalign
  • Added survive and prosper clause to tutorial
  • Disabled tradepost/trading until it can be improved
  • Added “click to change” hint for Pokian names
  • Fixed backspace in textbox not working
  • Added influence area shrinking notification
  • Refactored human effects display
  • Fixed tribe panel display summary

Alpha 6

  • Implement ground effect animation for mosquito and fish school
  • Reduce frequency of fish and mosquito creation
  • Fix mini-map clicking not going to the correct location
  • Fish school image adjusted so it appears underwater
  • Add clay object to XML
  • Fixed animal fat using fish image and fish using animal fat image – whoops
  • Fix clay remaining when all is extracted
  • Added clay statue and clay necklace
  • Diseases on/off toggle on Generate World Page
  • Fixed bubble text alignment
  • Changed ant mount generation from completely random to forming in patches
  • Ant mounds no longer take up space
  • Entering combat mode changes UI colour
  • Moved copyright to declutter main menu
  • Refactored human thoughts to be separated into types
By |May 11th, 2015|Activity Summary|0 Comments

Tribe Of Pok Demo and Purchase Available!

header

Greetings everyone! It’s time. Time for what? For the first proper Alpha release (to be called Alpha 5 due historical reasons)! The past month and a half has been spent play testing, fixing obvious issues, improving the user experience and setting up the deployment process for future Alpha versions. However, being a one-man studio means there are likely still problems I haven’t found, so please consider downloading the Alpha 5 Demo to see if the game works on your system. Bug reports on the forum are also appreciated. You can purchase the game via the Humble Widget on the Poking Water Games website.

20150214 New objects art

Some mechanics are bare bones and require more work to be done, for example Diplomacy. Other mechanics have undergone several iterations and work well, for example gathering/extracting resources. A road map showing the progress of each feature can be found on the demo page.

20150515 Crocodile massacre

I was hoping to get a trailer done but that would have taken another few weeks – time I would rather spend developing the actual game. I did record some footage, which I might edit and post one day.

20150509 OnFire

I look forward to future development with feedback from the community!

By |May 8th, 2015|GameDev|0 Comments

Activity Summary Week 18, 2015

This week was mostly spent updating external libraries and a massive overhaul to get the UI scaling. For the week from 27 Apr to 03 May I’ve been working on:

  • Update mingw to 4.81
  • Update boost to 1.58
  • Update sfml to 2.2
  • Fixed some texts not showing up after update
  • Cleaned up deploy to Release process
  • Cleaned up shader reading implementation
  • Added UI scaling adjustment to options menu
  • Fixed a hundred different scaling issues
  • Fixed text jumping for sidemenu buttons
  • Buttonsliders show two decimal places
By |May 4th, 2015|Activity Summary|0 Comments

Activity Summary Week 17, 2015

For the week from 20 Apr to 26 Apr I’ve been working on:

  • Add notification for campfire extinguished due to rain
  • Fix tribe panel clicking multiple tribe members crashing
  • Aggressiveness in animal querypanel
  • Querypanel for task has cancel option
  • Refactored UI weather display into separate class
  • Added storage of past data for map humidity
  • Worked on UI chart functionality
  • Worked on graph to plot humidity over time
  • UIChart can take data within a range
  • Added attack option to querypanel
  • Reduced evaporation contribution to water vapour increase
  • Implemented temperature graph
  • Implemented temperature reduction when raining
  • Fixed light source not disappearing when fire went out
  • Added end of demo warning notification
  • Added main page note for save/load disabled in demo
  • Disabled arctic biome until it actually works
  • Implemented stockpile tutorial
  • Butcher tutorial activates when animal killed
  • Make default animal aggressiveness 20
  • Fixed extracting resources not using up tool durability
  • Fixed loading game caused active cook meat tasks to fail
  • Fixed progressbar textures not set on game load
  • Fixed textbox sometimes not showing up
  • Querypanel most objects showing forbid/reserve status
  • Added tutorial for prosperity
  • Fixed same stockpile point being added multiple times by putting in check
  • Fixed UI not immediately repositioning when window moved
  • Genworld page can select number of starting families
  • Genworld page made map and tribe tabs more prominent
  • Worked on making text sizes more consistent/scalable in future
  • Fixed crashing when no saved games to load
  • Added warning when loading game that does not exist
By |April 26th, 2015|Activity Summary|0 Comments

Activity Summary Week 16, 2015

For the week from 13 Apr to 19 Apr I’ve been working on:

  • Added cooldown for GoalEquip
  • Fix tribepanel extra members not displaying
  • Changed object humidity effect reading waterdecay value instead of bacteriadecay
  • Removed bags decaying due to water
  • Fixed crafting some buildings causes crash due to unset craft time
  • Change fish piece to edible in xml
  • Added slider for max animal aggressiveness during worldgen
  • Fixed ant mounds immediately wiped out by changing decay status for unsheltered objs
  • Dataoverlay shows number of gathers remaining instead of % chance to gather
  • Plant querypanel now shows harvest % chance success
  • Make ground extraction deterministic instead of probabilistic
  • Updated gather/extract tool tips
  • Fix notifications position not set correctly when first created
  • Moved tooltip out from UI so can be activated from genworldpage
  • Refactored game engine
  • Genworld page tipstring implemented
  • Harvest growth speed setting on worldgenpage
  • Fix in tribepanel clicking querypanel not registering
  • Tweaked hunger/thirst desire so less likely to starve to death while sleeping
  • Fixed non-hunger reviving edibles in pit stopping humans from finding hunger reviving edibles
  • Added sound for swinging weapon
  • Randomised fertile grass harvest times
  • Fix mapmenu in tribepanel not working
  • Fertile grass can appear on any organics level of grass
  • Fix gravel not extractable
  • Disable WASD when on managepanel
  • Added new method for grass to grow into fertile grass
  • Store harvest produce succcess/fail string in xml
  • Fix ant harvest availability not decreasing
By |April 20th, 2015|Activity Summary|0 Comments