Hi and welcome to all of you who are following Carving Fate to Valhalla So I would like to talk about 2 elements: First how I will be communicating about the development of the game (where & when) and the current state
In this update6
Full notes
Full Carving Fate to Valhalla update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
1 fix0 additions3 changes0 removals
Gameplay
Fixes
Balance
changedOfficial WebsiteI would like to bring your attention to the official website where I keep a development blog of the game. I am posting there one blogpost per week to present and explain different elements of the game. For example, the next coming blogpost will talk about travelling in Midgard and the different movement possibilities. It is meant as a way for curious players to see how a game is made and evolve, as well as presenting the different game aspects players will have to handle while playing.
changedSteamHere on steam, I plan on doing one post per month to summarize the changes and improvements to the game in a more "patch-note" style for people who would like to follow the changes from afar. If the demand arises, I might mirror the blogposts directly here on steam, but I felt that duplicating this information would not make much sense. Also the blogposts unveils parts of the game that some players might want to keep unknown and I feel like separating this information and steam might be a good idea. (I know I appreciate starting games with as little knowledge as needed to discover the game fully). This is not definitive and if the request is made (or I change my mind) I will mirror the posts here.
fixedMidgardCurrently, the world must be manually created. It is composed by stacking world layers that contain different information such as depth of the layer, height of the layer, material of the ground and entities placed on this layer. This layering system allows to have interesting geological formations such as caves and overhang. The procedural generation is planned to be done last (or close to the end) as it depends on lots of design choices that have yet to be fixed.
changedVikingsTogether with the world, they have been the main focus of the development of the game. At the present time, they have an equipment, an inventory, a set of statistics (health, satiety, energy) and a flexible and modular skill system (e.g. move (including walking, jumping, climbing), gather (mine metal ores or cut trees), etc). While they are not completely done, I am reaching a state of satisfaction with the Vikings.
Carving Fate to Valhalla changes
changedI would like to bring your attention to the official website where I keep a development blog of the game. I am posting there one blogpost per week to present and explain different elements of the game. For example, the next coming blogpost will talk about travelling in Midgard and the different movement possibilities. It is meant as a way for curious players to see how a game is made and evolve, as well as presenting the different game aspects players will have to handle while playing.
changedHere on steam, I plan on doing one post per month to summarize the changes and improvements to the game in a more "patch-note" style for people who would like to follow the changes from afar. If the demand arises, I might mirror the blogposts directly here on steam, but I felt that duplicating this information would not make much sense. Also the blogposts unveils parts of the game that some players might want to keep unknown and I feel like separating this information and steam might be a good idea. (I know I appreciate starting games with as little knowledge as needed to discover the game fully). This is not definitive and if the request is made (or I change my mind) I will mirror the posts here.
fixedCurrently, the world must be manually created. It is composed by stacking world layers that contain different information such as depth of the layer, height of the layer, material of the ground and entities placed on this layer. This layering system allows to have interesting geological formations such as caves and overhang. The procedural generation is planned to be done last (or close to the end) as it depends on lots of design choices that have yet to be fixed.
changedTogether with the world, they have been the main focus of the development of the game. At the present time, they have an equipment, an inventory, a set of statistics (health, satiety, energy) and a flexible and modular skill system (e.g. move (including walking, jumping, climbing), gather (mine metal ores or cut trees), etc). While they are not completely done, I am reaching a state of satisfaction with the Vikings.
Hi and welcome to all of you who are following Carving Fate to Valhalla
So I would like to talk about 2 elements: First how I will be communicating about the development of the game (where & when) and the current state of the game. Also do not forget that the pictures shown are all work in progress (written Carving in progress for a cheeky reference).
Communications and Updates
Official Website
I would like to bring your attention to the official website where I keep a development blog of the game. I am posting there one blogpost per week to present and explain different elements of the game. For example, the next coming blogpost will talk about travelling in Midgard and the different movement possibilities. It is meant as a way for curious players to see how a game is made and evolve, as well as presenting the different game aspects players will have to handle while playing.
Steam
Here on steam, I plan on doing one post per month to summarize the changes and improvements to the game in a more "patch-note" style for people who would like to follow the changes from afar. If the demand arises, I might mirror the blogposts directly here on steam, but I felt that duplicating this information would not make much sense. Also the blogposts unveils parts of the game that some players might want to keep unknown and I feel like separating this information and steam might be a good idea. (I know I appreciate starting games with as little knowledge as needed to discover the game fully). This is not definitive and if the request is made (or I change my mind) I will mirror the posts here.
Direct Contact
If you have any questions or ideas or, more generally, would like to communicate about the game, you can use the discussions tab or steam, or write me directly on twitter @FruitsYggdrasil. I will also post regular (small) updates on twitter with little insights into the development.
Game state
I always find it difficult to describe a game in development without being too technical. I will try my best at it:
Base Framework
This is the invisible inner working of the game, things like saving & loading a game, creating the entities and the interaction that brings the world to life. It is hard to exhaustively enumerate everything that is in there, so I will put it in context. I planned on having a closed (non public) playable (for myself and testers) alpha before June, and so far I am on time.
Midgard
Currently, the world must be manually created. It is composed by stacking world layers that contain different information such as depth of the layer, height of the layer, material of the ground and entities placed on this layer. This layering system allows to have interesting geological formations such as caves and overhang. The procedural generation is planned to be done last (or close to the end) as it depends on lots of design choices that have yet to be fixed.
Vikings
Together with the world, they have been the main focus of the development of the game. At the present time, they have an equipment, an inventory, a set of statistics (health, satiety, energy) and a flexible and modular skill system (e.g. move (including walking, jumping, climbing), gather (mine metal ores or cut trees), etc). While they are not completely done, I am reaching a state of satisfaction with the Vikings.