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

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

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

Activity Summary Week 15, 2015

For the week from 6 Apr to 12 Apr I’ve been working on:

  • Increased influence expansion ability at game start
  • Meeting point can create new humans
  • Added cooldown to GoalTreatPain
  • Implement tribepanel showing effect summary for each human
  • Added querypanel viewing stored objects inside query object
  • Improved mapmenu positioning
  • Add decayrate to querypanel for anything with non-zero amt
  • Implement sound request 3
  • Fix crafting using water progress bar
  • Fix influence area shrinking not showing boundary properly
  • Mapmenu dynamic drawing priority based on context
  • Turned off symptoms list autoremove to stop it removing other effects
  • Fixed decay rates for all objects not functioning
  • Added autostore defined in XML for creating objects
  • Experimented with finer heightlevels (failed, reverted)
  • Added failchance defined in XML for creating objects
  • Refactored mapmenu, removing lots of old menus
  • Changed some UI boundary ints to floats
  • Fixed tribe panel initialisation order incorrect
  • Cleaned up xml readers and added string validation
  • Fixed FloatToString conversion for non-decimal values
  • Add functionality for one tick updating for debugging
  • Reduced injury penalties to prosperity
  • Increased prosperity value of each Pokian
  • Activated task progress saving for craft tasks
  • Added butcher to querypanel for carcass
  • Craft tasks now use adjacent materials in case they get pushed off original cell
  • Fixed progressbar texture not loading on game load
  • Fixed clicking on cell not deleting existing mapmenu and creating new one
  • Added malaria to air infection list
By |April 12th, 2015|Activity Summary|0 Comments

Activity Summary Week 14, 2015

For the week from 30 Mar to 5 Apr I’ve been working on:

  • Removed movement speed changes due to height differences
  • Split motor speed into landspeed and waterspeed
  • Implement preference of amphibious water animals to idle near water sources
  • Disabled water changing the movement cost of hex
  • Added godmode function for soaking water
  • Implemented fish as a cell effect in rivers
  • Rearranged cell effect draw order so it shows above water
  • Added fishing task designation to UI
  • Refactored taskToHuman assignment
  • Added GoalFishing for human AI
  • Added condition for fishing locations, only near running water
  • Foreign tribes also have prosperity value now
  • Display foreign tribe prosperity in Diplomacy panel
  • Foreign tribe prosperity unknown if discovery level too low
  • Implement crude win condition, when prosperity higher than all other tribes
  • Randomise tribe prosperities over normal distribution
  • If stockpile created from pit building, set default to allow edible
  • Reaching 50% of a foreign tribe’s prosperity increases discovery level
  • Decreased threshold for discovering foreign tribe name to 1
  • Changed harvest from true/false to probability of harvest
  • Probability of harvest reduced by each harvest attempt
  • Harvest successful no longer affects object’s harvest rate
By |April 6th, 2015|Activity Summary|0 Comments

Activity Summary Week 13, 2015

For the week from 23 Mar to 29 Mar I’ve been working on:

  • Fix buttonslider scrolling offset in sidesubmenu
  • Fixed various minor issues with gather and extract sidesubmenus
  • Gather task number of times to perform action implemented
  • Extract ground should auto create task to store items now
  • Fix tree not disappearing when extracted
  • Fix extracting rock destroys rock
  • Integrated extract object into goalcreate
  • Add check when harvesting so if object harvest == false, stop trying
  • Add starting fire noise
  • Fixed broken xml for extracting causing infinite loop for task
  • Integrated extract ground into goalcreate
  • Add cooldown functionality in brain
  • Clean water goal cool down added
  • Influence area only draws borders now
  • Fixed berries not being tagged as an object in xml
  • Fix sidesubmenu disappearing when something clicked
  • Stop pit autoopening stockpile panel and instead create notification event informing player
  • Shortened wordy tutorials
  • Fixed notifications incorrect positions set
  • Fixed various issues with button list positioning
  • Fix creating new stockpile making duplicate forbid/allow all buttons
  • Added many checks to prevent crashes
  • Options page resolution changes immediately when resolution selected
  • Cleaned up object drawing function
  • Implement colour changes for homos based on tribe affiliation
By |March 29th, 2015|Activity Summary|0 Comments

Activity Summary Week 12, 2015

For the week from 16 Mar to 23 Mar I’ve been working on:

  • Removed building allow/disallow objects menu
  • Integrated building allow/disallow with stockpiles
  • Autoassign stockpile to pit if built on non-stockpile cell
  • Added functionality to open different manage panel tabs depending on context
  • Amount of water that fits in cell takes into account objects in cell
  • Fixed freezewater not taken into account in height calculation
  • Fix water flowing not taking into account water already in cell
  • Added wood to item designation, query panel now activates properly
  • Fixed cook meat for fire not initialised on game load
  • Implement harvest sound effect
  • Added functionality for crafting sound effects
  • Fixed textbox backspace misaligned
  • Fixed textbox backspace being registered as character
  • Implement latest art assets
  • Destroy option added to query panel for buildings
  • Influence expansion breakdown in prosperity panel
  • All objects have durability variable
  • Put durability decay in xml
  • Combined tree and bush into plant category
  • Added functionality so any object can be harvested, not just plants
  • Ant mounds destroyed if cell becomes wet
  • Added bear to xml
By |March 22nd, 2015|Activity Summary|0 Comments