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WINDSTONE

Survive in a land ravaged by an invasive species. You and your dragon are Windstone's last hope. · By Threshold Seven

Version Updates Sticky Locked

A topic by Threshold Seven created 97 days ago Views: 368 Replies: 8
This topic was locked by Threshold Seven 8 days ago
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Developer (Edited 5 times) (+1)

Current Version: 11

Version update logs will be posted here. Include replies that directly relate to update changes here.

Updates Version names now reflect the Build Version for consistency

Developer (Edited 4 times)

Version 1-5 notes (see more posts below for more recent update Versions)

  • All icons now have a dark grey background
  • Harvesting with bare hands will complete the tutorial objective
  • The wild gourd, and trap models are updated.
  • A few new item icons have been added. They are transitioning
    from the old set of icons to a new set and should all be complete and uniform within a week
  • More ambient night and day jungle sound effects have been added to developed areas
  • Added ocean SFX  along the sea shore
  • Waterfall SFX  to the waterfalls
  • More branches and stones are near the starting area
  • Footstep SFX are slightly lowered
  • More rocks, foliage and edible plants are underwater near the starting area
  • The bridge by the waterfall has been adjusted to make it less dangerous. Previously you could walk right off the edge of the bridge to your death if you were not above water, but now you have to crouch to get under the rope railing or jump over it
  • UI health meters and equip hotbar can now be toggled on and off with the H and B keys.
  • Punching while barehanded or with a gauntlet is added. 
  • Punching has a chance to harvest from trees and boulders but will harm you if you don't have a gauntlet equipped. Collecting this way will not currently complete the tutorial objective tasks (you still have to find the item on the ground to complete the task), but this will be fixed.
  • Punching does more damage to enemies with a gauntlet equipped. With a gauntlet equipped, you will not take damage from harvesting or attacking with punches, but the durability of the gauntlets will wear out.
  •  Boulders now have a chance to spawn a shard instead of a stone.
  • All melee weapons and tools can now be used to harvest from trees and boulders at a lower rate but the appropriate tools are much more efficient.
  • Objectives are tweaked for clarity and the compass has been added to some of the initial tasks to help you find your first crafting items.
  • Two new crafting objectives added: Dragon glass (obsidian) located in the water above and below the waterfall and Dart Thorns located high in the mountains (for poison darts).
  • The overhead world map has been modified to show what parts of the island are the most developed and what parts are mostly still in development. You can explore the grey areas but they are a barren landscape. Most of the light areas have trees, boulders, foliage, loot, enemies etc.
  • More items such as mushrooms, fallen branches, hemp, loot baskets and stones have been added to the map. Some items are widespread and sparse but there are dozens or hundreds of every item in the developed area.
  • The ocean physics have been slightly tweaked so you are now able to swim with you head above water more easily. Getting out of water should be easier as long as the shore slope is low enough
  • The popup for obtained items has been increased by .5 seconds.
  • All AI should not jump around as much when not aggressive.
  •  Antelope should not get stuck on terrain as much when fleeing and it's jump has been reduced.
  • Some foliage and landscape has been repositioned. This will be an ongoing process as the world is developed and may not be mentioned in every update.
  • Battle music should only play when in close enough distance to an aggressive enemy. Toggle music on and off with the N key.
  • Music settings should now persist through sleep saves and manual saves.
  • Footstep SFX on stone are louder.
  • Fixed an issue where the waterfall SFX could sometimes be heard very far away from the waterfall. Waterfall SFX attenuation has been tweaked.
  • Fixed an issue where a crafted cot would sometimes disappear when dropping on the ground from the inventory while standing on a steep slope.
  • Fixed an issue where drinking SFX would not initiate when drinking from a well.
  •  Dragon should be much less likely to get stuck.
  • Texture has been added to some loose rock assets where it was previously missing.
  •  A few new inventory icons for items have been added.
  •  Draw distance of some trees has been increased.
  • Some trees and boulders that were not affecting AI navigation have been fixed.
  •  Lashing color on the obsidian arrow has been corrected

(Edited to contain fixes from previous versions that were previously only in the devlog)

Developer (Edited 4 times)

Version 6 Notes:

  • Optimized loading time and memory usage slightly. This will continue to be optimized.
  • Wildlife should spawn slightly farther away from the player and should spawn in by the time the player loads in. Previously some wildlife could be seen spawning and dropping to the ground at the start of a new game. You still may witness the "spawn drop" when flying fast on the dragon as your proximity initiates wildlife spawns.
  • Wildlife should no longer spawn on top of your head. "Should" being the keyword. If you are close enough to a spawn point after the wildlife that belongs to that spawn point has been killed and despawned, a new spawn should not initiate until you have left the proximity.
  • Antelope and Ostri have been given back a revised ability to jump to get unstuck even when they are not fleeing or being aggressive respectively.
  • Music volume during the intro text sequence has been slightly lowered.
  • The title menu has undergone a slight overhaul. Colors and assets have been tweaked and the formicans on the title menu have had changes to their ai to help them from getting stuck on stuff and things.
  • All formicans in the title menu and in game have had their walk animation slightly tweaked to more closely match their vector.
  • The Blue Cap Mushroom Task now begins immediately at the start of a new game. An exploit is fixed where you could previously drop a mushroom and pick it up again to "find" another one. The same fix has been applied to the obsidian and the dart thorn plant.
  • The counter at the top of the inventory menu has been slightly modified to reflect that it is not only a counter of how long you have survived but also the time of day.
  • Swimming on the surface of water has been tweaked and optimized for all bodies of water except the "moat" on the floating island.  The moat has unique attributes that are a little more difficult to optimize because of it's shape and location. This will be fixed in the future.  Swimming overall is still in development and will undergo many more tweaks, changes and fixes.
Developer (Edited 4 times)

Update Version 7 is live!

  • Survival condition meters now save/load correctly after sleeping and manually saving.
  • Opening the Journal now pauses the game.
  • A "Close Journal" button has been added to the Journal.
  • An issue with the Journal has been fixed where the scroll box would lock up.
  • The K key now toggles "screenshot mode" clearing the HUD. This only works as long as you are not in any other menus and the quest compass is not visible.
    Toggling K will also remember if you have the survival meters, equip bar and quests toggled on the HUD.        
  • The quest compass is not affected by screenshot mode, but will be in a future update.
  • An issue with the lowest texture setting has been fixed that previously would make parts of the landscape invisible or distorted.
  • Formicans should now be slowed properly by poison darts.
  • Formicans should be less likely to fall through the world upon death when colliding with terrain or the player.
  • Fixed an issue where the Formican's sprinting SFX would play indefinitely.
  • Fixed an issue with the Formican's damage output when at extremely close range. He should now eat you properly.
  • Battle music should now start and stop correctly depending on whether or not creatures are aggressive towards you.
  • The Antelope and Ostri have had changes to their movement component and AI. They should now accelerate to max speed over time instead of instantly and get stuck on terrain less.
  • The Blue Cap Mushroom tool tip now correctly states "toggle F" instead of "hold F"
  • A typo has been corrected from "defence" to "defense" in the survival crafting menu, unless you're British, then I just added a typo.
  • A detail has been added to the inventory menu under the character level to show that you do +5% damage and gain +5% defense per level. This is going to be expanded on but there was previously no indication at all of what was actually happening to your character when you level.

Thanks for all the feedback and have fun surviving!

Developer

Version 8 is live!

You may need to start a new save for this update to work properly.

  • Your Dragon Hatchling now needs to be fed raw meat and given water. It sleeps when you do but does not get hungry or thirsty as it sleeps. This is intended as part of a "hibernation" mechanic that will become more apparent when you have the ability to have multiple Dragons and other creatures under your care.
  • Your hatchling can also be damaged by wildlife. Only the Formicans will actively seek out and attack the hatchling, but Ostris and Tardigrades can damage it passively if they are attacking you and the hatchling gets in the way.
  • The portable shelter will now keep you warm. You can sleep in it during the night without a campfire but it will not increase your body temperature as much as a campfire will.
  • The K key (screenshot mode) now also hides the objective compass. K has also been added to the key command options menu.
  • Eating a Blue Cap Mushroom will now automatically make arrows and darts glow for a period of time instead of having to toggle it on. Toggle F or left alt to turn "mushroom sight" on and off.
  • 4 villages have been added relatively close to the starting area. (Location spoilers follow) 2 are close to the shore to the east and west of the starting area and consist of 4 huts, each with loot baskets and other items. The other 2 additional villages are in the valley that leads to the center of the island. These villages consist of 5 huts each with loot and a drinking well. (More spoilers)There were already 5 other villages, some secluded huts and the main temple city on the floating island with many stone buildings and huts with loot baskets already on the map. All loot baskets spawn random loot.
  • The drinking wells on the map have been altered so you can look deep down into them instead of just seeing the grass landscape inside them.
  • The following intermittant issues with the inventory and basket menus have been fixed: Tab not closing inventory. Mouse scroll not working. White empty icons where items should be. Extra mouse click needed to focus some buttons and icons.
  • Loading % has been added to the loading screen along with a print string for debugging stalls.
  • Loading times have been optimized slightly. How things load has been changed significantly which is one of the reasons this update may cause you to need to start a new save. This is a work in progress and loading times will continue to be optimized.
  • An issue has been fixed where the pause menu would reset music volume.
  • Default music volume has been lowered and will automatically play less frequently when not muted. More music and ambient tracks are in the works.
  • Some minor changes have been made to the landscape and some textures have been optimized.
  • An issue where the hatchling would sometimes spawn waist-deep in the landscape has been fixed.
  • AI pathing on the hatchling and other wildlife is improved. They might be more "jumpy" again but will get stuck on terrain less and be able to get themselves unstuck more often.
  • An issue has been fixed where aggressive wildlife could occasionally still damage you and make sounds after being killed.
  • An issue with completed objectives not saving properly is fixed.
  • Journal info has been changed and added to.
  • Punching while holding a torch is deactived due to a bug. This will be fixed in the future as well as adding the ability to swing the torch as a weapon.

Thanks for playing Windstone!

Developer
Version 9 is live! Gliders and faster sleeping!

  • All known issues with loading a save slot should be fixed except an issue which can be fixed with a reload as a temporary workaround. If your current quests do not load correctly when loading from a slot on the main menu, simply loading the slot again through the options menu in game should fix it. This issue is being worked on as a priority.
  • A glider has been added to the Building Bushcraft Menu. Collect 8 cured antelope hide, 16 Bamboo and 32 cordage to craft. When the glider is in your inventory, press G after jumping to activate the glider. 
  • Sleeping is much faster now due to removing the need for the game to automatically reload during sleep.
  • Sleeping now autosaves immediately when you sleep (this happens instantly and should not cause any stall) If you reload this automatic save, you will load in right before you slept.
  • Mushroom sight now persists through sleeping if you have eaten a Blue Cap mushroom recently enough.
  • The Crafted Basket weight is reduced to be slightly less than its recipe components for consistency.
  • The pick-up collision sphere of the Branch is slightly increased in size to make it easier to pick up.
  • The Poncho icon in the Repair/Salvage/Unequip menu is updated.
  • Bamboo texture is updated.
  • Added Cordage to the Cot and Building recipes.
  • A change has been made to the Formican AI that should keep it from intermittently falling through the landscape upon death. Once this is verified as stable through testing feedback, the same preventative code will be added to the other creatures.
Developer (Edited 1 time)

Update 10 is live!

  • A Raft is now available to craft in the building menu. Drop it on the water by the shore and press E to access the Raft menu. You can navigate the raft by selecting the navigate button. Press E to exit navigate mode. When not navigating, Press R when standing on the raft and it will sail in the direction it is pointing. While sailing you can walk around the raft and tend to things including your dragon hatchling which can ride on the raft with you!
  • An Island has been added off the shore near the starting area with a little bit of stuff to find
  • Swimming will now diminish your air supply. When you are underwater a progress bar will pop up at the top of the screen. Once it is depleted you will begin to lose health and mental fortitude rapidly. Get your head above water to increase your air supply. The air supply bar will vanish again when it is full.
  • A  Fire Pit, like the one found in the huts, is now added to the building menu.
  • A Table is added to the building menu. Put your stuff and things on it.
  • A Stone Well is added to the building menu. It's a laborious task to create, costing many resources, but results in a permanent water source wherever you place it.
  • An issue has been fixed where the Glider would disappear if it was not in your inventory when you saved and loaded.
  • An issue has been fixed that caused quests to reset.
  • An issue has been fixed where the effects of the Blue Cap Mushroom would never wear off.
  • An issue has been fixed that made some stone arrows appear to be obsidian arrows.
  • An issue has been fixed that made some full water gourds appear to be empty.
  • Some changes have been made to the landscape. 
Developer

Update 11 is live!

This update is primarily an optimization update. Nearly all models have had their poly count reduced dramatically and the landscape itself is optimized. The foliage has also been thinned out slightly to increase performance. 

The result on test computers is a 30% reduction in RAM usage and 30% reduction in load times. Results may vary on other computers but this should allow a much larger player base to test Windstone as previously a relatively high end computer was necessary.

RAM usage should not exceed 8gb.  It is still fairly high but much better than before and I will continue to work towards reducing this. The primary reason is that the entire world of Windstone is seamless. There are ways to keep the illusion of seamlessness while actually having sections of the island only load in when you are close enough to that area in a similar way that Ark: Survival Evolved works. As this version is being tested my primary focus will be integrating a similar "seamless" landscape loading system into Windstone.

One major bug was also fixed where if you loaded a game without ever saving (essentially loading the very first auto save which happens when you first load into a new game after the intro text) all loot baskets would be empty. 

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Developer

Update 12

Click to attack has been added instead of only hold to attack. You can still hold to attack and this will cause you to attack continuously.

Blue Mushroom Cap Objective Removed.

Run speed while wielding a weapon has been increased from 75% to 90%

Developer locked this topic