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
- Gameplay
- Maps
- Performance
Carving Fate to Valhalla changes
After a few weeks of work since the last status update, I think it is a good time to do another one and take a look back on what changed since. The plan has been changed a little from the original one in the last two weeks due to an external opportunity that opened up. This resulted in advancing the development of the cinematic system and postponing other things.
Game state in a nutshell
Cinematic
Let's directly start with the disruptor: the cinematic system. This is a system that allows to specify camera paths and sequences of actions to be executed. It allows to create some movies that can be then registered externally. It will not be available for players at the game release but is definitely something that I am thinking to push as a feature as it allows to create in-game cinematics for some more scripted scenarios.
Midgard
I started working on the world generation. Brainstorming and designing the algorithm that will be developed to generate interesting worlds to travel in. I also tested bigger map and more complex world and play-tested my way through it to get a sense of the game dynamic.
There is a delicate balance to find between having too easy to pass obstacles and nearly impossible ones. Manually creating worlds and obstacles is a good way to find this balance, allowing me to formalize and parametrize the procedural generation algorithm. Other than that, I see a few places where optimization will be required that have been added on the todo list.
Vikings
The Vikings have changed quite a bunch, not so much on the design part that is still quite the same, but a lot has been implemented. People who follow the development blog will not be surprised and probably not find anything new here.
Transformation Chains
The first transformation chain has been done. From collecting high grasses to creating clothes, ropes or sleeping bags, the weaving system has been implemented. It is not final yet but is a strong demonstration of the current capabilities of the game framework. I can easily extend it, modify it and it serves as a basis for the next transformation chains coming that are food, wood, iron, etc. These chains are planned a bit later in a month or two when I start adding content to the game.
Movement
Last time, Vikings could walk and that was pretty much it. Nowadays, they became much more competent. (I wish I could show you all this in a more organized way but this website editor is limited.
Vikings can still walk (even more smoothly following the terrain than before). They now also acquired the possibility to climb with and without a ladder, demonstrated here with a ladder. Moreover, their physical prowess increased to the point where they can jump small gaps.
And finally, probably the most important for the Vikings, they can now embark and disembark from their favourite Drakkars.
So the movement possibilities from the Vikings have improved quite a lot and open the way to many different possibilities of travelling.
Needs
Vikings are not, unfortunately, still human beings. Thus they have needs to be satisfied or they will collapse to their deaths. Both Energy and satiety (also known as hunger) needs have been implemented. They are not yet balanced and I'm playing around with the numbers on a spreadsheet, but Vikings can collapse from being too tired and die from being too hungry. I don't have much better to shown than
Source
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