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Steam News25 May 20206y ago

Game state #1

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.

In this update6

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Full Carving Fate to Valhalla update

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What changed

0 fixes4 additions5 changes0 removals
  • Gameplay
  • Maps
  • Performance
changedAfter 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.
changedMidgardI 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.
addedMidgardThere 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.
addedVikingsThe 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.
addedTransformation ChainsThe 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.
changedMovementLast 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.

Carving Fate to Valhalla changes

changedAfter 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.
changedI 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.
addedThere 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.
addedThe 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.
addedThe 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.

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

Steam News / 25 May 2020

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