Activity Summary Week 31, 2015

For the week from 27 Jul to 02 Aug I’ve been working on:

  • Make selected combatants green square follow them
  • Cleaned up building class
  • Fixed crashing from adding task with no available materials
  • Fixed trying to build when not enough materials and added tooltip
  • Added functionality for one object with different sprites
  • Implemented different wood wall sprites
  • Change build menu to select first rotate automatically
  • Build menu now displays choices for different sprites for a single object
  • Minor refactor of button lists
  • Task panel shows object sprites
  • Implemented latest images
  • Fixed infinite loop when scout going off map
  • Fixed human not disappearing when going off map
  • Fixed crashing when trying to open uninitialised events panel
  • Fixed custom cursor in options menu incorrect setting
  • Added tutorial for diplomacy panel and foreign tribes
  • Fixed failed build task message appearing when actually successful
  • Constructing walls now properly pushes other objects out of hex
  • Fix buildings not orientated properly when game loaded
By |August 3rd, 2015|Activity Summary|0 Comments

Activity Summary Week 30, 2015

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

  • Overhauled pathfinder system
  • Doubled default framerate to 60FPS
  • Implemented custom mouse icon
  • Added switch between hardware and custom mouse cursor in options
  • Fixed terminating navigation part-way causing awkward moments
  • Items on the ground are smaller sized and randomly placed
  • Fixed pathfinder overdeleting the path
  • Fixed homosapien clothing not syncing up with body
  • Fixed animals with unassigned factions not attacking eachother
  • Fixed objects in other objects still being drawn
By |July 27th, 2015|Activity Summary|0 Comments

Activity Summary Week 29, 2015

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

  • Fixed seeking nearest map edge bug
  • Added Scout mission to trade
  • Modified object collection AI to allow for storing objects on body
  • Minor refactor of crafting task
  • Overhaul of object drawing system
  • Refactored object motor system
  • Worked on direction switches partway through movement
  • Changed some path calculations to get “future” position instead of current
By |July 20th, 2015|Activity Summary|0 Comments

Activity Summary Week 28, 2015

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

Alpha 7

  • Added goal cooldowns for hunger, thirst and sleep
  • Pokians won’t perform any tasks if their primary needs are too low
  • Fixed Pokians treating pain not dropping herbs when interrupted
  • Notifications now show most recent first
  • Fixed changing combat move direction not immediately removing previous move order
  • Fixed humans seeking object in pits not taking into account reserve/forbid status
  • Fixed humans failing task halfway not unreserving task materials
  • Reduced severity of food decay

Alpha 8

  • Added more mini-objectives
  • Fixed bug with task progress not set properly when halfway through task
  • Fixed starting game clicks on something immediately
  • Fix rewards not activating second time when repeating achievement
  • Added progress counter to Scout task
  • Improved layout of diplomacy panel
  • Separate trade panel from trade post building
By |July 14th, 2015|Activity Summary|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

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Twitter – ParsleyPWG

Website – PokingWaterGames.com

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

Activity Summary Week 27, 2015

For the week from 29 Jun to 5 Jul I’ve been working on:

  • Stop killer animals spawning at game start
  • Added burning carcass mission
  • Fix when zoomed out, combat mode selection not scaling as well
  • Set proper timings for miscellaneous achievements
  • Fixed task failing when more times assigned than available
  • Added Exit Combat Mode tutorial before butchering tutorial
  • Changed animals to disengage targets if they are out of breath
  • Giving a combat mode move order causes animals to disengage current targets
  • Fixed humans sleeping and storing objects in water
  • Add tutorial after first prosperity for nomads joining tribe
  • Skewed spawn rate of animals towards more docile animals
  • Change animal decision to migrate to take into account crowdedness
  • Fixed herbs counting towards food stockpile even though no hunger reduction
By |July 6th, 2015|Activity Summary|0 Comments

Activity Summary Week 26, 2015

For the week from 22 Jun to 28 Jun I’ve been working on:

  • Fixed notification images not loading for tutorials when game loaded
  • Fixed all tasks showing in diplomacy panel instead of just diplomacy tasks
  • Added food security achievement
  • Added functionality for displaying rewards
  • Refactored achievements/rewards for easier maintenance
  • Added achievement food security
  • Added reward for achieving food security
  • Added function for right-aligning button lists
  • Minor objectives only activate when tutorial over
  • Halved day length to fit new update frequency
  • Fixed debugging goals printout
  • Fixed humans not using fists when no weapons to hold
  • Fixed up some thought bubbles
  • Reduced severity of hunger and thirst effects due to sickness
  • Added list of pains suffered when human dies into notification
  • Fix pausing game at the wrong time causes achievements to not activate
  • Added completed achievement list
  • Fixed filling water skin from river not giving clean water
  • All animals eat and drink twice as fast
  • Change notification sound to achievement completion sound
  • Tooltips for object statuses in query panel
  • Decreased rate of gaining symptoms from sickness
  • Increase base influence area around camp
  • Add notification for giving birth
  • Created ButtonArray for easier 2D assignments
  • Tribe panel professions tab clicking brings up query panel for human
  • Tribe panel hovering over profession should tell us what that person does
  • Completed objective now flashes to make it more obvious
  • Fixed Reward for Objective completion not appearing immediately
  • Added ability to spawn objects and events from debug panel
  • Made data overlay for forbidden movement hexes clearer
  • Fixed move forbid cells not remembered when saving game
  • Small refactor of how buildings are stored on map
  • Small refactor of the way meeting point is set
  • Fixed moving camp location causes influence area to not reappear
  • Influence breakdown added contributions to current max influence
  • Fixed if human can’t reach extract/harvest task, performing task via telepathy
  • Fixed harvest task not disappearing when unreachable
  • Added notification when task can’t be completed due to unreachable
  • Added sound effects for eating, drinking and shivering
By |June 29th, 2015|Activity Summary|0 Comments

Activity Summary Week 25, 2015

For the week from 15 Jun to 21 Jun I’ve been working on:

  • Added foreign tribe discovery stages
  • Moved scouting action from tribe-specific action to global action
  • Diplomacy panel lists diplomacy-related tasks
  • Foreign tribe prosperity fluctuates in proportion to tribe size
  • Scouting can only allow discovery up to a certain level
  • Added task for direct contact with foreign tribe to learn about them
  • Added button to access global actions in diplomacy panel
  • Fixed filter broken on task query panel
  • Task panel selecting a task opens query panel
  • Added more info to query panel for each task
  • Fixed combat mode tutorial achievement appearing even when no tutorial
  • Refactored query panel for objects
  • Added title to events panel
  • Refresh saved game list after saving
  • Fixed migrating animals not being properly deleted off map
  • Added combat mode entering tutorial for continuity
By |June 22nd, 2015|Activity Summary|0 Comments

Activity Summary Week 24, 2015

For the week from 8 Jun to 14 Jun I’ve been working on:

  • Fixed some text alignment issues
  • Implemented objectives disappearing from list after certain amount of time
  • Added objectives for most tutorial notifications
  • Tutorial notifications now have green text
  • Doubled water update frequency
  • Fixed duplicate water supply hexes
  • Tutorial activations now based on objective completion instead of time
  • Added tutorial for influence expansion
  • Added objectives for discovering all tribes and becoming most prosperous tribe
  • Added introduction tutorial
  • Added minimap rectangle to let player know current viewing area
  • Attached position of notifications to minimap position
  • Added zoom to location for event nomads arriving on map
  • Refactored game engine to allow for new games without restarting
  • Reimplemented quicksave and autosave
  • Events panel can be moved around and position is remembered
  • Added achievements and notifications for path to victory
  • Refactored tribe manager to use tribe IDs instead of names
  • Scaled ingame main menu to fit page
  • Added first main objective as gaining prosperity level
  • Diplomacy panel disabled and blacked out until first main objective complete
  • Modified Career class so Pokians can have multiple professions
  • Fixed crashing when closing game with human off map
  • Added scout task for human AI
  • Made adding/removing objects from map hexes more robust
  • Refactored object destruction to be more stable
By |June 14th, 2015|Activity Summary|0 Comments

Activity Summary Week 23, 2015

Not as much done last week as I was working five days, leaving only two days to release Alpha 6 and work on the game. For the week from 1 Jun to 7 Jun I’ve been working on:

Alpha 7

  • Implement nomads joining your tribe event
  • Nomad appearance chance based on current tribe size relative to prosperity
  • Added tool tips for current weather and season in the top UI menu
  • Fixed tutorial and event notifications going offscreen
  • Created manager for Achievements/Goals
  • Added structure for collect objects achievement
  • Achievements are saved along with game

Alpha 6

  • Gave most animals a waterspeed variable so they don’t get stuck in water
  • Fixed when harvesting constantly switching between plants
  • Progress bars now defined in XML for certain tasks
  • Fix “failing” task message when bush extracted
  • Fix humans not putting tasks back on queue when they are busy
By |June 9th, 2015|Activity Summary|0 Comments