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theaaronstory

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A member registered Jun 05, 2019 · View creator page →

Creator of

Recent community posts

Here you can find the last post for this game.

  • You can now adjust mouse sensitivity in the game by using numpad #1 to decrease, #2 increase, #0 to reset.
  • F1 help should now be overlaid on top

A short newsletter for DSC, talking about the radio silence these past couple of weeks.

A few days were spent rewriting the story for DSC. More info here.

There's a bit longer post about what's been going on and what topic has been on my mind lately. Follow the link for more.

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A new devlog is here! Bit longer than usual. Go check it out here: Link

Decided to add passive sonar to the control panel and removed some of the unused gadgets to show what's beneath the sub. It's just a small counter to tell if we're about to hit something or not. Tells depth otherwise.

Now there's a neat way of supercharging your batteries, and perhaps cause a meltdown.

As mentioned in this latest blog update, the project now has a Demo version to try out, as well as new fixes and partial features from the next update. Make sure to visit the main page to have a taste if you haven't already!

Here's the list of changes:

  • Slight enhancement for the atmospherics inside the sub: Now water is constantly dripping from the ceiling, and plays a “gentle” splash sound when hitting the ground.
  • The lights now go out when the batteries go dry, as seen in this short clip:
  • This “slight” change also affects a number of other system end mechanics. The lighting has also been updated, so now only those in the cone of the light will be lit in case of a blackout; minus the minuscule value added to the environment, to avoid having pitch black outside the visible range. The batteries also drain if nothing is running, things that run motors, etc., as having the lights on does this. Spontain events, such as combustion or toxic gas production still apply to the batteries, so doing nothing will still cause a chain reaction, depending on the RNG and difficulty level that is (higher difficulty produces faster results). This also means that the game is now bit closer to being a bit more intimidating and closer to the final design (real close).
  • The missing engine breakdown VFX has been fixed. An event when the engine is running and the gears suddenly act weirdly, and a minigame plays (need to fix the engine before it burst into flames). For some reason the Sprites for the events were left hidden up until now.
  • Playing the repair mechanics now also has a chance to give battery charge as a select-able resource. This applies to hitting all of the crates.
  • Engine cooldown has been fixed: Prior when fixing it up, it didn’t start the cooldown process once done fixin'; which was an issue when the heat was way too high (over the red threshold). Consequently, the engine now also starts from around the same heat value as it was shut down: It can no longer be spoofed, to gain several long seconds before it realizes the engine is too hot, essentially bypassing the mechanic.
  • Other behind the scenes bug fixes and code refactoring to enhance the experience.

Furthermore, apart from updating the build, the trailer video was also slightly updated, and a new screenshot was added to the landing page to better represent the current build. The updated video:

Some of the visual things currently being worked on: Some dripping water VFX and the lights going out. Which we'll see a lot aboard the sub.

To mach what was seen in the trailer, the current build has been updated, it includes:

  • slight UI changes for handling save files (previously it was difficult to read them) and other bug fixes in the menu system
  • revamped voice over for the cutscenes, again stemming from the trailer to better match what the game is all about
  • tool fixes (mentioned in this short devlog) as well as bug fixes for swapping tools
  • larger refactoring for handling environmental effects
  • now batteries can catch on fire or emit poisonous gas; it's a random chance on a countdown based on difficulty level
  • marginal improvements to the voltmeter (as mentioned in that devlog), so now it can read the actual charge
  • damage to the batteries can also affect the charge, and now the lights can go out if it reaches zero
  • other bug fixes caught amidst all
  • and other refactoring/optimization for the code

As usual, a lot goes behind the scenes, however, these are essential to make the interconnected systems work. As an example: How the navigation of the submarine is tied to having power and the engine run, which also effects if we can use any of the sub-systems, like lights or pumps. Which takes some faff to figure out.

After setting up the landing page, the intro for the game was still a bit lacking. Now there's a new video hoping to showcase some of the elements that are already in the game, as well as the mood it aims for. This also means that some of the already completed voice lines for the cinematic cutscenes will need to be modified, as I think this new narrative better conveys the message of DSC.

Up until now, all assets in game were made bespoke and from scratch. However, working on the batteries presented a unique opportunity to ease the workload for the first time what it feels like forever. A short devlog on the matter!

As the title suggested, the jump attack has made it into the live build, alongside with:

  • Mob bases should always spawn now, those also should not disappear whilst mining
  • Now the target appears correctly when switching between regular/ability combat
  • The target also now disappears when out of reach (love how the dust settles after)
  • Debris should fall in a more controlled fashion and not all over the place (less velocity those have)
Falterstone community » Development » Worklog · Created a new topic #34
  • Slightly improved camera rotation when in "skill mode"
  • The skill now has a proper target with some quick VFX (see GIF below)

Wanted to add a long chain between the player and the target (to better visualize the path), but scrapped it after realizing how awful it looked (as you move the mouse around).

Falterstone community » Development » Worklog · Created a new topic #33

Started testing the jump animation:

Currently it does nothing, but can go from close to a range; depending on how far you wish to go.

Also, added a little bit of shake whilst mining (not sure if it stays or not):


Falterstone community » Development » Worklog · Created a new topic #32

Work started on the next update, which is not going to be any of the ones previously put on hold (and discussed in the videos). Because, it was decided to add something radically different, more combat oriented: namely the use of skills/abilities. The code is already there, now it only needs some animations. For now, this one below will be added to see how well it would fit.

It's the good ol' jump attack. Nothing fancy, just a quick and dirty work.

Also, now when mining, structures shouldn't disappear accidentally whilst mining near them. It's still a bug in the live version, and only will be patched with the next update; as there's no rush to fix it (it being super-late content).

Falterstone community » Development » Worklog · Created a new topic #31

New devlog is out, you can watch it here. Written one will come tomorrow.

Falterstone community » Development » Worklog · Created a new topic #30

Hotfix for version 5:

  • An additional console command was added to the list
  • Known new bug: occasionally walls don't spawn, conditions are difficult to reproduce, needs further investigating (sometime in the future)
  • Mob homes should no longer spawn in walls
Falterstone community » Development » Worklog · Created a new topic #29

Hotfix for version 5:

  • Minecarts no longer get stuck after getting hit (was an issue with the animation system, that also handles movement)
  • Accidentally discovered that mobs, after touching water, remained in slow motion. Should be fixed now.

Version 5 is now live and can be downloaded from the main page. There's a new devlog that needs to be made to explain it all, so better start working on it 'suppose. Until then, this version includes:

  • the previous "jungle" generation from the last devlog
  • minecarts and rails
  • flying debris from mining, which can also drop items when mined

And some fixes from the last update:

  • Projectiles now can hit minecarts (as well as the player themselves)
  • Rocks now spawn when mining
  • Rocks can now spawn flint when destroyed
  • minor code restructuring for display tags (mob bar)
  • Bunch of quick bug fixes for the live version
  • Debris now mostly spawn to the sides around the player, at a more constant size
  • And other bits forgot to mention
Falterstone community » Development » Worklog · Created a new topic #27
  • The skill/jungle UI icons are easier to see now
  • Minecarts now can be purchased and placed 
  • You can now drop items into the minecart and check its contents
  • New sfx for the minecart (moving and damage indicator)
  • Loot dropped from the minecart can loose half or a 3rd of the items
  • You can now bring home the loot via a minecart
  • And carts can now be destroyed by the player
Falterstone community » Development » Worklog · Created a new topic #26

Alright, it's more-or-less there, as there were a lot of bugs to fix as mentioned prior:

  • Now you can push the cart on the rails, and nudge it very slow when not
  • You can switch between 3 types of track: left, right, straight

While it's definitely not perfect, it is robust enough for a prototype. Switches and other useful bits are planned to be part of a commercial release, but not for a prototype. Now, time to make sure you can purchase and place the cart in-game (as currently the cart is being spawned in at the beginning), and be able to store ores and bring it home. Which is going to take a few days to code and test, especially knowing that mobs could attack the cart as well as destroy it (and loose a portion of the contents inside). See some of the progress below.


Falterstone community » Development » Worklog · Created a new topic #25

While work continued with the minecart system, progress slowed down a bit due to unforeseen issues with handling tracks: Mostly because it is using a different approach than the usual (with splines), and requires a lot more testing and bug hunting/fixing this way (and it has to be robust enough to have the least amount of glitches, prototype or not). At least it's going somewhere now. Other things were fixed as well, such as:

  • Rails now can be rotated
  • Canceling build now has an SFX
  • A mirrored image is now shown above the soon-to-be-placed rail for better visibility
  • Runestones were accidentally broken at some point, now are fixed
Falterstone community » Development » Worklog · Created a new topic #24

Work continued on release v.5:

  • Now there's a shortcut to quick build ("B")
  • Wooden rails now can be placed (same damage principle applies as to braces)


Just released a new blog update, make sure you check it out: Youtube

Falterstone community » Development » Worklog · Created a new topic #22

While it's far from complete, as this was just a mere test (as it has a lot of kinks that need to be fixed), it has proven to be quite beneficial for future en-devours, to work out a different method of generating dungeons (as seen in the image). Overall more efficient and faster, which would result in less loading screens.

Now comes the next part: Assembling a tiny test world with procedural tiles. Where all will come together eventually. Would note that this will be the first addition to the prototype that won't effect gameplay at all, will only serve as a visual representation of what-it-supposed-to-be: Purely as a result of it being non-functional by not completing the underlying code. Otherwise it would in full swing, just right now it doesn't serve that intended purpose, other than giving space for trying out new concepts for generating content. Efforts are put best elsewhere.

Falterstone community » Development » Worklog · Created a new topic #21

Took a short break to put together an intro sequence for future devlogs; as mentioned in the previous post, all in the name to spice up the current 2 way setup (one casual and another more dev focused). Hopefully, this will give a bit more spice to things, and a deeper look into how things are made, rather than showing a montage of features in game (and miss a lot of them in the process). Have a look at it below for more:

There's been something interesting and quite the difficult in the making: procedural content. Have spent the last few days iterating on all different kinds of simple models (to no avail), because to be frank, anything procedural takes a lot of time and effort (many weeks just to get the basics done right), and a lot of optimization (to speed it up, etc.). However, even knowing what you're doing (well kind of not in my case), there's a limit to how fast BP code can run. Which is why I've ditched my usual methods for creating procedural dungeons (there's a whole list of steps you've to go through, some footage are available on my YT channel if interested). And as this is just a prototype, was excessively trying to come up with a solution that could require the least amount of computation (and fastest to iterate, well its fast but took a lot to set it up, more so than usual), while still being able to deliver a semi-decent result in the form of "organic" content (as generating is one thing, you've to make sure the content is valid, and fix if need be (like the paths); which takes a lot of time in game too, in the form of a loading bar). So while I'm not 100% sure this 5th iteration will work out, so far this is the most promising (plus doesn't include working with arrays, which is always a plus; those can be nasty, and requite a lot of workaround, so this time it was time to ditch those), but at least now we can generate something that looks like a path (for interior, dungeon scenes). See image below:

While it's nothing remarkable, just yet, it already skips a lot of the traditional aspects of generation (like finding points for paths via pathfinding, angles, rotations, etc.), which means that this was made almost instantly; and can be extended forever. Now comes the rooms and should be good to go.

And to spice up things a little bit, to help the project (as it's currently going "nowhere" in terms of project goals), it is planned that the next release will be covered by a proper devlog on Youtube if possible (not sure yet, things are quite hectic around here). Not sure how or in what format, but probably something that would be nice to watch.

Falterstone community » Development » Worklog · Created a new topic #19

Hotfix no.4 for version 4:

  • Missing reference would crash the game on trying to throw gold
  • Also, items no longer animate when thrown (that was an unintended feature)
Falterstone community » Development » Worklog · Created a new topic #18

Hotfix no.3 for version 4:

The last few days were mostly spent fixing a bug that would crash the entire game at random. Turned out there was an issue with the AI routine, which needed to be tweaked in order to work. Lot of faff and back-and-forths, as it only showed up in the build most of the time. Hopefully, now its fixed.

Falterstone community » Development » Worklog · Created a new topic #17

Hotfix no.2 for version 4

  • Console is working again (issue with keyboard focus)
  • Slight increase in performance and AI routine, also mobs should get stuck less
  • Slight tweak in spawn rates (structures)
Falterstone community » Development » Worklog · Created a new topic #16

Hotfix for version 4

  • First cheat is in to help with debug/showing off
  • Sample voices for the dwarf were added (for certain events)
  • Structures are more rare now and boss mobs only spawn above a certain distance
  • code fixing and others
Falterstone community » Development » Worklog · Created a new topic #15
  • Nasty bug hunt with sfx, that kept crashing the editor itself
  • Mobs and bosses now loiter if player is too far
  • First boss structure is complete
  • New ore: gold (currently only obtainable via bosses)
  • Slight material changes to ores
  • Added some test background music, not sure if it'll stay
  • Particles and mobs now cull at a distance, no new spawns for mobs also (to increase performance)
Falterstone community » Development » Worklog · Created a new topic #14
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  • The waterfall now correctly clips
  • Walls no longer remain indestructible by accident (near water)
  • The minecart no longer blocks the view
  • Apparently, some of the pixie sounds weren't implemented in game, that's been fixed
  • Waterfalls are complete, with a chance of giving regen
  • First boss encounter almost complete, fiddling with the technical bits (fixing animations, sounds, tasks and AI routine)
Falterstone community » Development » Worklog · Created a new topic #13
  • UI will now correctly display names on top
  • Cave-ins no longer occur when map is not explored
  • Mobs and houses should no longer spawn in rock
  • Image compression was changed: icons are less blurry now
  • Some faff with the particles was done
  • First buff (healing) was added for the player
  • New sfx and the first structure is aesthetically complete
Falterstone community » Development » Worklog · Created a new topic #12

Work started on the next release version:

  • transparency logic got an update (behaves a tad better)
  • added some slight bloom
  • two structures are being added (modeled, textured and partially animated already) for the next update (exploration and who knows what) for which one of them is going to get a waterfall (see image below). The assets are half done, and under implementation.
Falterstone community » Development » Worklog · Created a new topic #11

Another hot fix:

  • destroyed runes now restore water
  • mobs no longer grab buff from other species
  • cave-ins fixed
  • small fixes here and there
Falterstone community » Development » Worklog · Created a new topic #10

Hotfix for release no.3

  • pixies now slow down in water
  • damage to walls now retain when breaking an adjacent one
  • pixies now do AOE damage
  • UI tweaks