Update 13 includes some bug fixes and a simple but much needed change to the building system.
Building items that you place can no longer be accidentally picked up by simply pressing E. You now must double tap E to pick up a building piece.
A menu may be added in the future to give to option to pick up/repair/lock in place/etc. but for now, requiring E to be double tapped quickly to pick up a building piece should mitigate accidentally picking them up when trying to pick up other items such as a tool on the floor or when trying to open a basket. There is no indicator yet in the game that lets you know that you can double tap E to pick up a building piece, but this will be added as the building system is worked on.
Right clicking on a building piece will still move it and can cause accidental movement of building pieces when trying to move a basket or other item. This will be addressed in the next update.
The Dragon Hatchling should now spawn when hatched even if inside a building or something is overhead. It still may be safer to hatch outside, but hatching inside will help to find any more problems.
The Dragon Hatchling should now be able to navigate more effectively in player-built structures but this needs more testing.
The items that were left near the starting area in the last update have been removed (glider,raft and various weapons) These were placed there for my own testing purposes and I simply forgot to remove them. Kill those Antelopeees and cure their hides! 😀
Download it at itch.io.
After a little break to gather feedback and wait for bug reports to safely continue development I’ve been working on Windstone again over the past few weeks. Update 12 was scheduled to be a large one but unforeseen issues have caused the necessary migration of Windstone to a fresh project file in UE4 due to compiling errors. This caused a lot of settings to revert to default and a lot of combing through the scripting and play testing was necessary to get Windstone back to where it was in Update 11 and subsequently delayed the release and lessened the planned content of update 12. There may be unknown issues caused by the migration that may not be found until more testing is done.
The raft functionality was the last known issue that needed fixing and is done but it still may be buggy. Feedback on the raft will be very much appreciated.
Update 12 also has a few new changes including the most requested feature: click-to-attack instead of hold-to-attack. You can simply click once to punch, swing a weapon or harvest with a tool. Additionally you can hold left click to swing your weapon or tool continuously.
The Blue Cap Mushroom objective has been removed as it caused unnecessary distraction from other parts of the tutorial for many play testers. You can still find and use the mushrooms as normal on your own time.
Run speed while holding a weapon or tool has been increased from 75% to 90% unarmed run speed.
Although there may be other unknown issues due to the project migration, the only obvious change left to fix is the visual quality of the ocean surface. As it was not a priority, doesn’t affect gameplay and I wanted to get an update out ASAP, I left this for another update. The migration caused the visual settings of the water to revert and will take some tweaking. It may change drastically as the former ocean surface was somewhat of a placeholder.
I know some of you were hoping for a larger update but this will be the start of much more frequent updates and I will address the issues and recommendations from feedback on this forum as a priority.
Thank you to all who have taken the time to playtest Windstone and give feedback. A big thanks to those who donated and for the streamers and youtubers who helped bring more players to Windstone.
Stay tuned for many updates more frequent updates in the near future.
Update 12 can be downloaded from itch.io, as always.
Various fungi have been added which tie into the mental and physical gameplay mechanics. The edible mushrooms have different effects, such as causing or preventing drowsiness and mental clarity. Some are also poisonous, but might be worth eating when the benefit outweighs the cost.
The cave system has been populated with light-emitting crystals to help guide the player in some areas of the cave.
A new creature has been added to the game. A description by the developer:
“It’s inspired by the Tardigrade, also known as a Water Bear, a microscopic animal that’s classified as an extremophile, which can live in extreme conditions and is nearly impervious to death. In The Last Makaran, it’s about as big as a Grizzly Bear”
Another screenshot update from the Development process.
Experimenting with Environment Colors and Shading – May 3rd, 2017
Rigged and animated antelope that is ready to be imported into UE4 (April 5th 2017).
Here’s an updated photo of the title screen
Title screen as of March 10th 2017
and this is what it looked like before
Title Screen as of July 19th 2016
The landscape has gotten an update also:
The Landscape after adding groundcover.
The Landscape before adding groundcover.
You can find several clips of the development process on the Youtube channel “ThresholdSeven Gaming”, some videos are highlighted below:
Battle Soundtrack: https://www.youtube.com/watch?v=XhqLaroMGVU
Original Orchestral Video Game Music for “The Last Makaran” – “The Lone Hunter”: https://www.youtube.com/watch?v=AXvrjdmip9w