This week:
Huge addition - procedural maps! Also: more tilesets, collectables, animations, and juicey juice!
Art
Final draft of the Poster!
Forest ruins tileset
Forest tower POIs
Glowflower and treasure chest art + animations
Animated hero movement
App Icon/Logo
2D and 3D sprite outline shaders (looks great!)
Tightened up the Evil Eyes for easier recognition at a glance
Code
Fixed usings (and turned on a code clean-up profile!)
Implemented CLC procedural noise system with minor variations (no Jobs, Y not Z axis)
Gameplay
New random map system to generate a region dynamically from seed
New mechanic for cascading fog reveal if adj tiles are 'empty'
Dialog UI polished up some more, Profiles more visible, Choices section more consistant
Juice
Status effects and Glyph usage now run full screen overlay to emphasis the effect
Enemies appearing from the darkness burst in with a shower of leaves
Next week
Fix
Revealing entities triggers further tile cascades
Gameplay
Add Glyph Management UI (and determine rules on when it's accessible)
Nature event each turn for tile you/convoy are on
Enemy encounter
It's basically a 'battle' but via dialog…
Not just a CYO branch to best outcome - limit RNG too
Player should be able to access a toolkit of options (spend resources/fortitude, consume items or glyphs etc, take debuffs)
Must feel like Macgyvering a solution each time (RNG here to present unique situations)
Can be influenced by map factors (weather, region status)
'Special' glyph dedicated to events (ie for those nature events, but also enemy/convoy)
Kind of a Defensive glyph, lets you try influence what you want from the event
e.g. Sins???? Greed Pride etc have benefit and drawbacks. Can be upgraded like other glyphs
Greed - Grants extra items in a collectable event (forage food etc)
Greed - Removes any dialog choice that involves giving supplies (buy your freedom from a spider)
Juices
Animate all 2d doobers (hero/enemy/convoy)
Juice tiles so panoramic view of the map is 'busy' - lots of things to draw your eye, invite you to explore etc
Start investigating Juicing dialogs!
Coreography
Camera movement system (follow a spline?)
Map control system (slowly darken tiles in a circle into a point)
Synchronize systems with each other (animation keys?)
Arts
Re-orientate tiles so Enemies appear on RHS (allows entire back of tile to be a 'scene' of whatever the tile is… trees, bushes, tower etc
More scenery
A creek/river
Thin out the empty space a bit more
Nature entities
Destructible bushes
Increase size of per tile dimensions
Research this… good to decide soon before too much art made
Consistantize(?) pixel dimms of similar assets
Profiles
strategy icons
map icons
Glyph icons
Phase icons
Status icons
Text atlas icons
Consistantize materials for entities
Convoy should be unlit basically
Fix the horses nose! (or wait… might change the name to something more easily relatable)
Camera
Cycle zoom modes if clicking Hero while Hero in focus
Free look over map (mouse? Arrows? Controller?)
This week in review:
All code baby! (I hate shaders)
Toon Shadows
Custom shadow colours
Enemy AI
Alerts immediately if lit up
A*(priority queue) pathing to locate nearby targets
Moves on same turn alerted
Re-hides in darkness
Doesn't immediately forget it's target, will hunt a bit longer
Will calm down eventually
Alert icon now part of enemy prefabs
Foundations for complex behaviours in place
Light system
Refactored to be tile based instead of physic engine
Dedicated lighting system implemented
Tiles now have shade themselves as needed
Entities now respond to light/dark as needed
Convoy now has a functional torch system
Hero
GP now used to WASD move too
More detailed error reports during movement
Maps
Refactored data structures to support A*
Camera
Tracking per movement (hero, convoy, enemy) impl
Swap focus via the Phase Bar (jump to hero, convoy, enemies etc)
UI
Notifications
convoy (nearly here, arrived etc)
Torch (running out, off)
Next week
Code tweaks
Remove UnityEngine.SocialsPlatform from HeroController! (why is it there??)
Remove UnityEngine.Pool from BaseDataAsset !?!??!
Remove UnityEditor.Progress from EntityDataAsset
Restore immediate adj targeting for Enemy (even in darkness)
Gameplay
Add start tile selection (with previews!)
Cascade revealed tiles each turn (like og minesweeper)
Juices
Evil stare overlay!
Activated enemies!
Noise!
Sparkles?!
Activated glyph
Gotta feel 'solid' -> omph
Overlay similar to evil stare?
Lighting changes
It's a Big Deal ™
Animate all 2d doobers (hero/enemy/convoy)
Replace move next tile with just a single icon that indicates more tiles are here (a question mark?)
Arts
More scenery
Ruins
Trees
A creek/river
Nature entities
Glow flower
Destructible bushes
Increase size of per tile dimensions
Research this… good to decide soon before too much art made
Consistantize(?) pixel dimms of similar assets
Profiles
strategy icons
map icons
Glyph icons
Phase icons
Status icons
Text atlas icons
Consistantize materials for entities
Convoy should be unlit basically
Camera
Cycle zoom modes if clicking Hero while Hero in focus
Free look over map (mouse? Arrows? Controller?)
After an extended break we're back and things are moving fast!
A lot of designs have been thrown away (sad!) to help keep the focus on fun and delightful gameplay.
Art has refocused on 3D, with 2D centerpieces (i.e. the Hero), and a decidedly last century vibe
[] []
This week in review:
Bit of Art bit of Music bit of Code
Spooky eyes in the dark!
Darker map, better depth of field
Multiple Spider types (visual only atm)
Enemy prefabs are now 3d Card based
Convoy prefab is now 3d Card based!
Convoy AI rebuilt enough to navigate empty map
Scout glyphs for revealing the map
General glyph/charm enhancements
Glyph upgrade mechanics (non-UI)
Glyph System to centralise all glyph interactions (take logic out of state/game manager/hero etc)
GP limitations implemented and visualized (on Phase bar)
Turn based gameplay refactored and functional
Phase bar!
Tie all open ended holds to UI
More impactful status effects
Item/Stat changed effects
Notification View and some helpful messages
Sound track starting to come together
main theme has been decided!
Region main instruments (piano, guitar, harp etc)
Spiders! region for testing tight game loops
Next week:
Enemy AI!
Alerts in light
Alerts to nearby hero/convoy
Moves immediately
Re-hide if in darkness?!
Juice game screen
Evil stare overlay!
Activated enemies!
Light alerts enemies immediately
Per tile light/shadow system
Needed if outline still used, not otherwise
DECIDE if outline to continue
Cinematic camera mode
Follow convoy movement
Follow enemy movements
Zoom to convoy if clicking the Phase bar
Cycle visible enemies if clicking the Phase bar
Zoom to Hero if clicking the Phase bar
Cycle zoom modes if clicking Hero while Hero in focus
More scenery
Ruins
Trees
A creek/river
Animate all 2d doobers (hero/enemy/convoy)
Increase size of per tile dimensions
Replace move next tile with just a single icon that indicates more tiles are here (a question mark?)
Notify the turn before the convoy arrives
A lot of work has gone into this second core alpha, based on amazing feedback from the initial core alpha release.
Thank-you to all players taking time to try out these very rough versions of Raccoonnoitre and share your opinions!
Core Alpha 2 will see Raccoonnoitre near full technical functionality; with only audio and settings remaining. Major changes include
A World Map mode for easy movement between regions
Random quests at Taverns
River fording challenges
Hero UI for managing all the things (convoy/charms/glyphs/items etc)
Collectable items
NPC stats that benefit/impact the convoy
Hero status effects
Charm belt and action queue redesign
Basic Enemy AI
Find the game on itch.io at notgooddigital.itch.io/raccoonnoitre
Full changelog:
improved dialog ui
restart map and loading scene
tutorial maps
POI Maps, lake, deadtree, nest
enemies alert and follow player, entity actables now occur in sequence (during phase too!)
initial river rush map mode
PC mode in region maps functional
completed fetch quest functionality - collect wood finished
a lit tile auto reveals adjacent tiles when revealed
initial side quest system
random encounters
POI maps, farmhouse, ruined farmhouse, ruins
inn and markets on world map, fog, fixed random entity spawn functionality
carry limits (basic) implemented
world movement costs functional
world map into region and back functional
initial world map functionality
equip charm dialog for entering new area
glyph limits, single/double glyphs and simple movement
ui status effect system implemented, free movement in light enabled
32bit pixel UI, charm belt implementation
NPC effects implemented, started resource system
improved collectible rewards
edit glyph screen finished
almost finished edit glyph UI
light source tweaks and collectables added to minimaps, torch item created
collectable actables and entities setup
journal tab in backpack, start of journal system, moved inventory icons
hero and collectables menu UIs
convoy UI menu improvements
Select Charm Facet use case implemented, end to end buying item glyph functional, gain glyph popup
main hero menu page based UI, charm and glyph pages
settings window mocked up