Alpha 22 Build Notes

Only five months later!

Character Screen
* (Change) Big restructure of this window. The Equipment and Inventory sections now live in the first tab, “Stuff” (great name). Recipes live in their own tab.
* (Change) The Inventory is now, wait for it, actually like a normal game! A bunch of boxes on the screen, showing the image of the item and quantity. You can sort/order the items (drag/drop) as you wish.
* (Fix) Creating an Item from the Recipes would cause a file error to occur.
* (Add) Description field added which displays information on the selected (single-click) item, whether Equipped or in the Inventory.
* (Add) Sort button that moves items into the top of the Inventory.

New Character Page

Hud
* (Update) Tool section will show both Tools, if 2 are equipped.

Help
* (Change) Removed all the custom-built help sheet+tabs and replaced it with an IE internal window to the Ballikin Wikia page.

Demiwere
* (Add) A new mob has been added. The .. dun dun dun .. DEMIWERE! Beware the Demiwere and so forth. Lives in the Desert biome. Very fast. Quite aggressive, high tolerance for pain. Decent damage.

Waypoints
* (Fix) Waypoints were being populated before other things, which could result in them being overrun with stuff like trees.
* (Change) Shrunk the radius within which waypoints can appear on a region.

Trees
* (Change) The generation has been made better-good. A little randomisation of the shape and size of the trees has been added. Also, code made easier to adjust this in the future.

Random-ish Trees!

File Location
* (Change) Resources moved from CSIDL_APPDATA to CSIDL_COMMON_APPDATA.

The “I Lost Four Weeks to Skyrim” Build

Work on Ballikin has slowed to a crawl.

Without spending too much time on this, I can think of three reasons.

1. Skyrim

This game is stupidly fun. It’s genius-ly fun. It’s .. fun. So much fun.

2. Reached a point in development where I wasn’t sure which direction to take. Coupled with 1. meant things ground to a halt.

3. The honeymoon of feverish implementation is over.

Not great reasons, except Skyrim. Who wouldn’t lose hours to that game? Who! Noone I tells ya!

However, work on Ballikin has resumed, as of yesterday.

Have been trialling a “Resize/Maximise Window” functionality, but there are a few issues to iron out with it, so it won’t make it into the next build.

A new mob has been added, abiding in the Desert biome. It’s fast, dangerous and highly pain-tolerant (won’t run away until about 5% health).

Not sure when it will be out. Perhaps tomorrow. Want to try and get something else big in. Thinking about how to introduce proper crafting .. err, I mean Creating. A Table.

Or the “Mobs move towards you at night” feature. Won’t that be nice.

Lates! (Community .. look it up)

Alpha 21 Build Notes

Pinkeye
* (Change) Pinkeye base damage is now 2 (was 1).

Jotun
* (Add) The mysterious and solitary Jotun can now be seen in the outer regions of Serenity. Be wary! They are large and can cause great damage.

A Jotun

Large, angry and very dangerous. The Jotun are giant-like creatures who live in solitude.

Player
* (Fix) When standing still and harvesting/attacking and not having boots on would cause your feet to disappear!

World Map
* (Add) A World Map has been added (button on HUD or the “M” key). Shows what Regions you have discovered Waypoints for and the location of said Waypoints.

HUD Map Button

The "World Map" button on the HUD (you can also press "M")

World Map

The World Map, showing Player location and known Waypoints

Saving
* (Fix) The Block History logging was growing longer the more the Player travelled about the World. Now saves much quicker (and betterer!).

Terrain Generation
* (Update) Trees should no longer spawn -around- the Player. They will still spawn around all sorts of other things though. The wonderful mystical whimsy of the Kingdom of Serenity!

Character Screen
* (Fix) Double-clicking to equip an item where there was already an item in the Equipment slot would result in the item going nowhere.

Inventory
* (Update) Inventory sorted by Name and searchable (filtered search).

Inventory Sort + Search

Must be a slow news day. Inventory sorts by name and searchable (filtered)!

Leaf Armor
* (Add) Leaf Armor, Cap and Cuirass have been added.

Leaf Armor

Leaf Armor, Cap and Cuirass, help you go green!

 

Alpha.20 Build Notes

Copper Armor
* (Add) Copper Armor (Helmet, Chest and Boots) is in! Huzzah!

Wearing Armor

I'm Orange!

Armor Equipment

Copper Helmet, Chestplate and Boots can be created and equipped!

Waypoints
* (Add) Each Region now has a Waypoint which when activated for the first time is saved. You can travel between Waypoints.

Waypoints

You can now fast travel around the World of Serenity!

Player Block History
* (Change) Water and Lava are no longer added to the history.

Recipes
* (Change) Number of Tree Trunks needed to create a Wooden Crate reduced from 3 to 2.

Damage Calculations
* (Update) The Damage calculator now takes into account the total Armor (which is a combination of your Base AR and the pieces of Armor equipped.

Gameplay
* (Fix) While holding down the left mouse button and pressing “z” to pickup items on the ground, once letting go of “z” and then letting go of the left mouse button, the Player would continue to act.

HUD
* (Update) If you are dual-wielding weapons, both of them will show in the “Weapon” icon.

Dual-wielding

HUD now shows two weapons if you are wielding them!

Sentient Movement
* (Change) The “Can I Move” logic now only looks at the “Feet” blocks where the Sentient is trying to move to.
* (Change) Pathing logic improved.

Alpha 19 Build Notes

Because of the work done on the “Item” section of the game engine, you will want to start a new Player for this build.

Campfires
* (Fix) Campfires were not able to be selected as the Action.
* (Fix) Campfires were not being drawn correctly.

Campfires

Ahhh. Finally. Some rest.

Classes
* (Update) Weapon and Item classes are now implemented and the class attributes (Damage and Power) used in calculating how much damage is done and the power of a tool.

Installer
* (Add) You can now choose whether to add Desktop, Quick Launch and Program Files shortcuts.

Items
* (Update) The Item system has been upgraded to allow for Attributes. This was a big increase in the complexity of the engine (for the better).

Weapon Equipping
* (Update) Weapons can now be dragged onto the Weapon slots (previously was only double-clicking in the Inventory that allowed weapons to be equipped).

Terrain
* (Update) Trees now spawn correctly (regardless of player block history).

Pinkeyes
* (Fix) Damage caused was positive (so actually healed you) rather than negative.
* (Change) Pinkeyes will flee you when their damage gets below 30%.
* (Change) Base Pinkeye health increased from 5 to 8.

Recipes
* (Change) Campfire – Copper Coins needed reduced from 20 to 5.
* (Change) Torch – Copper Coins needed reduced from 5 to 2.

Weapons
* (Add) The humble Flyswat is now a weapon! It has the lowest damage of all weapons at 1 (well, there are only two weapons, but more on the way!).

Flyswat

The Flyswat is now the first weapon you can wield!

Sheep
* (Change) Sheep will now flee you when you hit them.
* (Change) Sheep now drop coins (a very small amount, between 1-3 75% of the time) on dying. They probably ingest the coins while partaking of christmas pudding.

Fleeing Sheep

Sheep run away fast when you hit them.

Mob Movement
— “Sentients” is starting to sound really try-hard. “Mob” is much better .. mmmm. Mob. —
* (Change) For each movement state (Random, Follow, Flee) there are different speeds for each mob type.

Player Action
* (Update) Weapons and Tools are now displayed in-game when using them.

Player Action

Your Tools and Weapons now show as you use them.

Harvesting
* (Change) Harvest level of Copper decreased from 40 to 30, Iron from 50 to 40, Silver from 60 to 50 and Gold from 70 to 60.

Alpha.17 Build Notes

Recipes
* (Change) Torch recipe changed, Copper Coins down from 20 to 5.

Game Log
* (Add) Game log (window and logging function) added.

Game Log

You can see what is happening in log form!

Loot
* (Change) You no longer automatically pick up anything that drops. The “Z” key will now do an auto-pickup.

Z-Click

Clicking the "Z" key now picks up the items around you

* (Add) Pressing the “X” key will show the names of any Items on the ground.

X Key

Showing the names of the items on the ground

Character Screen
* (Update) The “C” key will also open the Character Screen (along with “I”).

Help
* (Add) Help window added. A couple of bits of information put in, but much more to come.

Help Window

You can now open up a Help window

Harvesting
* (Change) Min Harvesting Level for Tree Trunks has been lowered from 10 to 5.
* (Change) Min Harvesting Level for Stone has been lowered from 15 to 10.

Alpha.16 Build Notes

Walk Animation
* (Fix) Animation was inside the Movement function, which is called far too often. Basically, needed it’s own timer loop.

Player Start Position
* (Fix) Was only being saved in Player instance, not Game. Basically it didn’t matter what Game you were loading, your starting position would always be the last pos in the last game you played.

Water
* (Change) The Player can now walk on water.
* (Change) Walking over a Water block will now heal the Player.

Water Healing

The Water is Fine! (Ahhh, Healing)

Coins
* (Add) Gold, Silver and Copper Coins can now be found in the Kingdom of Serenity! To begin with Pinkeyes drop Copper coins on dying.

Copper Coins

I'm rich! Five. Count 'em. Five Copper Coins!

Recipes
* (Change) Campfire, Torch and Stone Pickaxe Recipes have all been adjusted.

Alpha.15 Build Notes

You will want to create a new Player, there have been major structural changes

Desert
* (Add) Bodies of Water added into the generation of Desert biome.

Pathfinding
* (Update) Logic improved. Sentients can move around *most* situations, but still not all.

Campfires
* (Change) Campfires will only exist in a single instance of a Game. That is .. if you save your game and load it again, any Campfires that you have placed on the ground will no longer be there. This may change back in the future.

Structure
* (Change) Base changes to almost all structures for better key-ing, sorting and finding. This will require a new Player to be created (and a new Game, but that comes with the Player).

Sheep
* (Fix) When below Max, the width of the Sheep’s Healthbar was being incorrectly calculated.

Alpha.14 Build Notes

You will need to start a new Game to see the Desert biome

Harvesting
* (Change) The Harvesting skill increase from Leaves has been increased from 0.2 to 0.3.
* (Change) The Harvesting skill increase from Dirt has been increased from 0.2 to 0.4.
* (Change) The Harvesting Level of Coal has been decreased from 30 to 20.
* (Add) Harvesting Level logic added for Cactus, Brick, Marble and Steel blocks.

Biome
* (Add) Desert biome added, fresh with Cactii plants! You have to start a new game to have the Desert biome added to your Regions.

Desert Biome

The swirling sands of time and .. yellow!

Water
* (Add) Bodies of Water (Water blocks) can now be found in the Forest biome. Cannot be moved over (yet).

Water

Ahhh, nothing like kicking back next to the ol' lake

Lava
* (Add) Lava block added. Can be walked over. Will harm Player.

Lava

Ouch! Lava is dangerous .. One Player died as a result of taking this screenshot!

Sentient Health
* (Update) “Health” field is now “Health Current” and “Health Max”.
* (Add) Player Health (Current and Max) now saved, although the Current health will always be full when a game is loaded.

Terrain
* (Change) Altered the order of generation in Forests (Water -> Trees -> Sheep) and Caves (Pathways -> Caverns -> Ores -> Gems -> Lava -> Pinkeyes).
* (Add) Cactus plants will be generated in the Desert biome.

Character Screen
* (Change) “Abilities” tab changed to “Character”.
* (Add) “Health” section added.
* (Update) If the selected Inventory item cannot be an Action, then the “Make Selected Action” button is disabled.

HUD
* (Update) The Tool icon is now updated according to what is in the Tool Equipment slot (looks at 1 then 2).

Tool HUD

The HUD now shows your equipped tool

* (Update) The “Character Screen” button now has an image of the Player (rather than the phrase “Chr”).

Character Button

Should be a bit more obvious now what this button is for (the Character Screen)