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Sekaru
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« Reply #20 on: August 09, 2012, 02:02:30 PM »

Download:



Highlights:



Crafting is finally in the game! You can now craft your first tool in the game. To do this you need a branch, flint, and some sinew. Branches and flint can be found on the ground anywhere in the world whilst sinew can be gathered after cutting off an animal's meat. You will then need right-click your branch and click "Attach to Flint". This will give you an unfinished tool. Finally, you need to right-click your sinew and click "Tie Flint to Branch" and this will give you your first Crude Tool which can be used as a Knife and an Axe.


(Keys Windows is temporary).

You can now fully rebind all of your keys to suit you. This has replaced the languages option which was removed (reason in the last nightly post).

Changelog:
# FIXES
- Fixed held animals appearing under equipment.
- Fixed being able to drop items while moving them.
- Fixed the ridiculous amount of monsters in dungeons.
- Fixed feather plucking.

# CHANGES
- Renamed sharp rocks to flint and also updated their graphic.
- Flint can now be used to skin animals.
- New oak tree textures.
- Reduced the number of flint stones in the world.
- Removed languages, replaced them with keybindings.

# ADDITIONS
- Sharp bones can now be taken from animals.
- Added 1080p resolutions to the list of resolutions in the options menu.
- The ability to craft Crude Tools.
- You can now configure you controls in the settings menu.
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Sekaru
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« Reply #21 on: August 10, 2012, 10:45:47 PM »

Just a small update video on dungeons:




I've made them so now they're room based instead of the ugly versions you see in the screenshots in the main post. This just makes it easier for monsters (when they eventually get AI) to attack the player and therefore adds another level of difficulty to the dungeons.

I'm also planning on increasing the rates at which you lose stats and decreasing the rates at which you gain stats so the game is going to be a lot harder (even in Easy mode).
« Last Edit: August 11, 2012, 12:02:09 AM by Sekaru » Logged

Sekaru
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« Reply #22 on: August 11, 2012, 04:11:16 PM »

Nightly 6 is out! It completely revamps the dungeon system and makes it room based (see my above post). It also adds the ability to craft fishing rods and makes the game a lot harder.

Download:



Highlights:







A brand new dungeon system! Dungeons are now room based and you will have to travel by portal to each room. Dungeon monsters now also drop golden keys instead of pots and chests.



Fishing rods can now be crafted. To do this, simply carve a stick (using right-click -> Carve Stick) whilst having a knife-type weapon in your inventory and then simply attach Sinew to it (again, using right-click).

The game is also about 63.8% harder. Your stats regen much slower and stats deteriorate much faster.

Nightly 7:

Nightly 7 will not come out in 2 days unfortunately. This is because I want to do quite a lot of things in it. There are many engine issues that I'm only picking up on now and I'd like to take my time in fixing them, plus I'd like to add something else pretty special so the nightly will come out a bit later than usual.

Changelog:
# FIXES
- Fixed broken textures.
- Fixed the dungeon portal not being aligned.
- The game now properly starts maximised if it should.
- Fixed all the stats.
- Fixed some range issues.

# CHANGES
- Dungeons are now room based.
- Removed keys from chests and pots - added different things instead.
- Dungeon monsters now drop gold keys (30% chance).

# ADDITIONS
- Added cracks, twigs and pebbles.
- Portals for room-hopping in dungeons.
- Increased the stat take chance and decrease the stat regen chance for all stats.
- Added a suicide key, K.
- You can now carve logs! (Right-click on the log with a knife-like tool in your inventory).
- You can now make fishing rods (Attach sinew to a stick).
- Added new items to the villagers' tradeable items.
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luke2000poke
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« Reply #23 on: August 13, 2012, 04:23:06 AM »

Ive got to say this is a very good game! Keep the updates coming as i love this game!
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Sekaru
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« Reply #24 on: August 13, 2012, 12:19:59 PM »

Will do! Here's an update:

For Nightly 7 I've decided to redo the entire GUI of the game (which is why it won't be coming out today). I've almost finished the menu so here's a preview of what to expect from the menu GUI:



The main differences are that the menu is rendered dynamically, a world is generated in the background with a day night cycle constantly working and animated NPCs who follow the same AI patterns as in-game.
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Sekaru
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« Reply #25 on: August 19, 2012, 04:20:04 PM »

Today is Crawle's first birthday and we're celebrating by releasing a massive nightly build!

Download:



Highlights:



A brand new menu system! The new menu features a world generated in the background with a full day-night cycle and animated NPCs!



You can now stop bleeding by wrapping fur (or leaves which are gathered after chopping down a tree) and then tieing sinew around the wound to apply pressure.



You can now specify a world seed (numerical only and between 1 and 1,000,001).

Changelog:

[20/08/12 - Nightly 7]

# FIXES
- Fixed trading.
- Fixed items in the overworld appearing in dungeons.
- Fixed removing sharp bones giving raw chicken (lol).
- Fixed trees spawning in houses.
- Fixed saving the options messing up GUI elements.
- Fixed NPCs disappearing after coming out of a dungeon.
- Fixed spawning in trees and dungeon walls.
- Fixed collision!
- Fixed constantly being in combat.
- Fixed permadeath.
- Fixed house interior generation.

# CHANGES
- Dungeon rooms can no longer spawn inside eachother.
- Shadows no longer disappear at night.
- Branches can now fall off trees when they are cut down.
- Reduced the chance of dead trees spawning to a normal rate.
- Increased the chance of energy regeneration.
- Re-added the miss message.
- You can now regen energy in combat.
- Worlds are now saved every 2 minutes.
- You can now regen blood.
- Butchering bears now gives 2 pieces of meat.
- Reduced the chance to bleed.
- Animals are now picked up using right-click.

# ADDITIONS
- Completely revamped the menu!
- You can now stop bleeding: attach fur (or leaves) and then tie sinew around the wound.
- You can now optionally enter a seed (between 1 and 1,000,001).
- New rabbit fur and branch textures.
- Added leaves, they drop from trees.

Survey:

Give us your thoughts on Nightly 7 here: http://www.surveymonkey.com/s/KTDBJCC
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luke2000poke
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« Reply #26 on: August 19, 2012, 11:34:47 PM »

Nightly 7 was a HUGE update! Filling out the survey now!
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Sekaru
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« Reply #27 on: September 09, 2012, 01:23:32 PM »

Download:



Highlights:



Mousing over an NPC will now bring up a combat cursor:



When walking under tree leaves the leaves become transparent.



You can now farm! Simply search tall grass for seeds (right-click) and then walk over dirt and right-click on the seeds and place. The rates are high at the moment just for demonstration purposes.

Changelog:

[09/09/12 - Nightly 8]

# FIXES
- Fixed collison for NPCs.
- Added an "experimentative" fix for walking in multiplayer.
- Fixed cave spawning.
- Fixed items not dropping properly on the map on death.
- Fixed earthquakes in multiplayer.
- Fixed worlds not being deleted on perma-death.
- Fixed 'ghost' worlds.
- Fixed raiders iin multiplayer.
- Fixed grammar issues with items.
- Fixed not being able to bleed after patching up a wound.

# CHANGES
- Food can no longer give less than 1 hunger.
- Reduced the chance to miss.
- Reduced the disease rate even further.
- Increased the energy regen rate.

# ADDITIONS
- Added durability to weapons and armour.
- Added farming; seeds must be planted in dirt (right-click from inventory).
- You can now search tall grass for seeds (right-click).
- Death menu everytime you die.
- Added a new overworld ambient track.
- Added bird noises.
- Tree leaves will now become transparent if you are under them.
- Combat cursor.
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Sekaru
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« Reply #28 on: September 17, 2012, 01:27:21 PM »

Pretty much the biggest complaint is that the game is either "too hard" or "too complicated". All the other features in this nightly aside, this is something I've been trying to address.

I started off with a brand new tutorial for ordinary worlds with even more information and now you must go through the whole thing. You wouldn't believe the amount of "I skipped the tutorial and I don't understand anything so this game is garbage" I've gotten.
However, if you already have a world then the tutorial will not come up.

Here is a screenshot of the new tutorial window:



Next I started on a brand new feature. A tutorial world! This world will guide you through the basics of Crawle, generating the world as you go through the tutorial:




« Last Edit: September 17, 2012, 01:43:29 PM by Sekaru » Logged

Sekaru
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« Reply #29 on: September 22, 2012, 02:56:40 PM »

Download:



Highlights:



Tutorial worlds! These worlds generate as you progress through the tutorial. The world is currently very basic and teaches you about combat and making your first tool. You then have the option of seeing the more in-depth tutorial. You can enable these worlds by clicking on the dead Relly in the world creation menu.



Knowing how thirsty or hungry you are isn't very realistic. Neither is being told what an item is or your enemy's health. Blind mode gets rid of all that. Currently it is only available in Unforgiving difficulty.



The old tutorial didn't really explain things in much depth. The new tutorial explains just about everything!



You can now hit 'esc' to bring up a pause menu. Currently you can only set your options but it will later allow you to go to the menu, exit the game, etc.

Changelog:

# FIXES
- Corrected the day-night cycle speed.
- Corrected the rate at which vegetables grow.
- Fixed the multiplayer subscript issues.
- Fixed unforgiving mode deaths now allowing you to exit the death menu.
- Fixed sprites not animating.
- Fixed the frame drops in the swamp biome.
- Fixed trade items not being cleared.
- Fixed some memory issues serverside.

# CHANGES
- Worlds now only save every 5 minutes.
- Updated all the farming graphics.
- Replaced potatoes with corn.
- Replaced wheat with onions.
- Slightly improved tall grass generation.
- 3 random items will be dropped on death after your first death in easy mode.
- Removed the size limit on the world seed.
- You will regen 1% blood every minute (every 100 seconds if in a dungeon).
- The cursor will only change into its's combat graphic when in range.

# ADDITIONS
- Music will now transition smoothly.
- New and updated tutorial.
- Added more items to the list of items baskets can give.
- Added more items that NPCs can trade.
- Blind mode! No vitals, no health bars, no item tooltips.
- You can now pickup flint and branches by walking over them.
- House roofs now become transparent when the player is under them.
- You can now set your options in-game (default 'esc').
- Body parts will now slowly heal over time.
- The data folder will now be recreated on startup if it is deleted.

Nightly 10

Unfortunately it won't exist! 0.5.0 has been a massive patch for Crawle and I feel that it is almost ready. We have a couple more things that we'd like to do before release (an actual, full release) but these things won't be released publicly until the full release.
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luke2000poke
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« Reply #30 on: September 22, 2012, 03:06:04 PM »

On Nightly 9 In the tutorial when it says Use left click to attack the animal it just opens up the trading GUI. Intentional?
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Sekaru
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« Reply #31 on: September 22, 2012, 04:26:44 PM »

Hasn't happened to me but I'll look into it. (Try re-generating that world).
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Sekaru
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« Reply #32 on: September 24, 2012, 10:13:33 PM »

As I said in my Nightly 9 post, Crawle will be going into closed beta from now until release (obviously Tongue). If you'd like to sign up for the closed beta simply fill out this form:

http://tinyurl.com/crawlebeta

Also here's a preview of the new trees:

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luke2000poke
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« Reply #33 on: September 25, 2012, 08:58:33 AM »

As I said in my Nightly 9 post, Crawle will be going into closed beta from now until release (obviously Tongue). If you'd like to sign up for the closed beta simply fill out this form:

http://tinyurl.com/crawlebeta

Also here's a preview of the new trees:


Epic
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luke2000poke
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« Reply #34 on: September 25, 2012, 09:12:47 AM »

Re-Generating the world fixed that bug.
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luke2000poke
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« Reply #35 on: September 25, 2012, 12:08:13 PM »

When will you hear back if you've been accepted for the beta  test or not?
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Sekaru
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« Reply #36 on: September 25, 2012, 10:29:33 PM »

I'll be releasing the first beta build probably at the end of the week (Saturday). You will be emailed and given access to the Crawle Beta board on the forums.
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Sekaru
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« Reply #37 on: October 02, 2012, 11:20:36 AM »

Beta build 1 was released yesterday for those of you who signed up to the beta.
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Sekaru
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« Reply #38 on: October 05, 2012, 08:08:25 PM »

Just released a new video on the new Fire feature. Basically you can now create fires by placing branches down and then right-clicking them and hitting "Create Fire" whilst having a branch and flint in your inventory. Fires' main purposes are to provide you with something to cook your food with (obviously) and to output Ash which can be used as a fertiliser.

Video:




You can also see the new 'Examine' feature in the video. Right-clicking an item will now give a little bit of a description about it. This is just to make crafting a lot easier.
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Sekaru
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« Reply #39 on: October 10, 2012, 01:58:02 PM »

I regret that I never really have time to make these development logs. If you haven't already heard the game is in a closed testing stage. You can sign up for that here.

So there've been a load of new changes. I'll be describing only a few of them because there are simply too many (I haven't even documented half of them!).

First, there's the feature that I've wanted to put in since the early stages of the game but couldn't. In order for me to do this I had to switch over to the BASS sound library but here it is, volume sliders!



Next, I've finished up a feature that was added too hastily and was terribly implemented back in the early nightlies. Keybindings have been given a proper interface and a few more keys have been added to the list of Keybindings.



One of the main things I wanted to do is to increase the consistency in the interface design. I would usually use a pixel art font for the interface and then use a regular font in-game, I've simply changed this so that the game now uses that pixel art font and the main green and white colours for buttons, etc.



Raw food has always been in the game. However, it is overall disadvantageous since it will cause diseases. Fire has been added to allow you to cook raw food and to get the ash it leaves behind to fertilise dirt (to reduce the time it takes to grow crops).



Here's a video of fire in action:




We're still working on this massive release and be prepared for a whole load of new content and changes before pushing out our first major release.
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