Full notes
Full Wildaria update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Maps
- Fixes
Wildaria changes
Hi Wildarians!
In this new First 15 Minutes Update I focused on the beginning of the game. Getting your starting weapon, starting on quests, the starting area's difficulty. I also focused on making it more of an immersive RPG, becuase I saw playtesters mistaking the game for a survival game.
Here is the rest of the changelog for the update:
Refactored Interactable Highlights to us a UI component that is stationary and provides data about the interactable.
Added Items to the interactables so now you need to press E to pick up items and there is no item magnetism.
Made most foliage not destroyable and non blockable.
Added new music and wizard music
Added Trailer music to main menu, Tweaked Intro Animation timing, added particle effects to clicking the main menu flowers
Worked on integrating a harvesting system into the interaction hightlight system. Move everything that cannot be harvested to not able to destroy.
Added rich text coloring to all interactions and console messages, added new console messages.
Added Starting Weapon Choice - Sword, Staff, Bow with UI Item adding to inv.
Pause music when go back to main menu
Added new Quest Pointer system that can point you in the direction of objects clamped to the players screen. Integrated into first quest
Added Basic Quest Node Feature that tracks node type, location, offset for node pointer, and can update on scene change.
Added more Wizard quests to teach players how to pick items and tame pets, transitioned from lord to wizard quests.
Created Fully dynamic tall grass with an array of different swaying grass blades that can vary in color, position, sway speed, and orientation
Added starting grassland biome with radius of 160. Worked on adding rooms to buildings. Worked on quest pointer and main quest tutorial logic.\
Added fence sprites, and wheat farm plots.
Finished new building interiors with rooms, added the new interiors with fading walls, doors and collders. Adjuested procedural room objects to new layouts, added new roomobjects and accesories created for the wizard tower - rugs, pots, wall hangings
Added Water mote around starting biome making it an isle
Created a new Starting Quest Blocker "Note", a whole new UI panel for a new quest, currently only being used to give the player an immediate objective when starting the game. Hooked into starting weapon selection and added Map M tool tip. Also added Inventory Tool tip to the lord dialogue
Fixed the Welcome Sign bugging out when walking back and forth into the town collider.
Fixed the Path colliders over water for floating and regular towns (they were only detecting even numbered x,y values)
Happy Adventuring, Spacefudge
Source
Changelog.gg summarizes and formats this update. How we read updates.
