Update 20

First off I want to apologize for how long I left Windstone in a broken state. Although the game itself mostly worked well, the loading times when loading a save slot were ridiculous. This was caused by a bug that occurred when updating the Unreal Engine to a more recent version which allows more functionality and a variety of additions to the game to increase it’s quality, but with a game engine transition comes a huge headache of numerous bugs.

Most bugs including the loading bug are finally fixed but there may be some other bugs that I have not yet discovered that may have cropped up during the game engine transition.

The changes from the last update have mostly been re added to this version except that the custom mouse cursor has been reverted to the standard windows cursor. This however has proven to not fix a bug that I thought was caused by the custom mouse cursor. The only known issue with this update is that the mouse cursor sometimes will still disappear when clicking on certain button in the Inventory UI. You can get the mouse cursor back by left clicking your mouse.

The highlighted inventory slots have also been re-implemented. They don’t work perfectly yet but this is a minor issue that doesn’t really affect game play. I will continue to work on that as I figure out how to get the mouse cursor from disappearing.

A problem has also been fixed that wouldn’t allow you to start a new game in a new starting area unless you restarted the game.

Windstone will now be free once again to play test until April.

Thank you for playing Windstone and any and all feedback to help the game develop is much appreciated.

 

Originally posted @ itch.io on 2019-01-20.

Update 18 coming soon!

It has been a little longer than expected for the wait for update 18. After completing what I first had in mind for update 18 I decided to undertake the first steps into a huge optimization process, Streaming Levels. Up until now the world of Windstone and everything that it encompasses belonged to one ginourmous “level”. This is the main reason why RAM usage has been so high. No matter where you were in the world, everything was loaded into memory, from things just out of render range in your area to trees, rocks and loot on the complete opposite side of the map. This was a starting point to keep the entire world seamless, a rule I’ve wanted to stick to from the beginning since I don’t enjoy loading screens any more than you. This is why I have not and most likely will not ever even implement any loading bars for things like crafting. The closest I have come is waiting for your thirst meter to replenish when drinking actively from a water source, but that feels natural to me. Staring at a loading icon during a game for something as simple as eating or crafting a tool, especially when you cannot do anything else while it is happening, and especially when it is frequent is something that I am surprised so many players accept as normal.

The world of Windstone and the number of things in it has grown to a proportion where I can no longer justify keeping it in one massive “level” all loaded in RAM at the same time. Not everyone has a shit ton of RAM and I eventually want the game to be reasonably optimized for lower end systems without having to decrease the graphics options. Probably not quite mobile optimization, but at least acceptable on most mid to low range gaming computers. As of now some people cannot even load the game because of the RAM requirements and this makes me sad. But this should change in Update 18

The answer to this is Level Streaming, the Unreal 4 Engine’s way to make large open worlds like ARK seamless. The simple definition of level streaming is that instead of waiting for a loading screen when entering new areas, only what is within the player’s view is loaded into the game and as the player moves throughout the world, new areas are loaded in and areas that you are no longer in are loaded out, so much less of the game world is loaded into RAM at any given time. When optimized well the player doesn’t even know this is happening.

I’m happy to say that I have finally implemented the first iteration of level streaming into Windstone and it is relatively stable. I’m not going to say “it just works” because it hasn’t been extensively tested yet, but it’s stable on my end. The world is now divided into 25 sections that load and unload automatically while you traverse the map. For the most part, the player will not even notice this change except for the lower RAM usage if they keep an eye on their Windows Task Manager. If the player is flying a dragon high in the sky, some pop-in of trees and rocks may be noticed in the distance and some areas with more stuff in them may cause the game to stall for a few frames as the streaming level is loaded or unloaded. This can all be optimized now that the system is in place after further testing to ensure the system I have implemented is as stable as I think it is.

The level streaming system also needed extensive changes to the save game system, so all 25 streamed levels are exactly how you left them when you turn off the game and resume from a loaded saved. This is also implemented and seemingly stable.

After more testing, I will optimize the level streaming system even more as there is still much room for improvement. About 65% of the assets are currently included in the level streaming (so only about 35% of the world is loaded into RAM) but this can be increased into the high 90% so only a few percent of what was previously loaded into RAM before I implemented the level streaming system will be necessary.

What else can you expect from Update 18 besides the Level Streaming optimization? Everything listed below is already done and ready to go:

Female player character

Region selection when starting a new game

Dozens of dynamic POI discovery around the world marked on the map

Equipped weapons and tools visible on the proxy character in the inventory menu

New building pieces including a triangle shaped floor piece

Dozens of new buildings with loot all around the map

2x more wildlife

Oasis and Pyramid added to the desert with labyrinthine tunnels

A few other minor additions including a couple NPCs that cannot yet be interacted with but are the first step in the NPC system. These NPCs currently just stand in one spot and have a “idle” animation. In the near future they will give quests with text dialogue like old school rpg quest givers. This will be expanded on in the future to included NPCs that will attack hostile wildlife in range and companions that will follow you and help fight. This is a priority, but small steps first.

Thanks for your patience and thanks for playing Windstone!

 

Originally posted @ itch.io.

Update 14 is here!

This is by far the biggest update so far. I wanted to make sure it contained significant additions which is why it took so long.

To help continued development, a price of $5.00 has been added to Windstone.
Many hours of gameplay can be had with update 14 and I now feel comfortable taking it out of the free category. I appreciate all those that have already played the game for many hours and given useful feedback.

Main Changes and Additions in Update 14:

3 New Biomes have been added: Desert, Volcano and Snow.

The Desert area serves mostly as a place where certain resources are abundant (agave, thorns and poison herbs) and as an area that must be crossed to enter the Volcano Biome. Within the Volcano Biome you will find buildings with loot, obsidian harvesting nodes, dangerous lava flows and most importantly the Red Dragon Keep, which houses the Red Dragon egg.

The Snow Biome covers nearly the entire northern quarter of the Island. Many pre-built newly modeled stone structures are scattered around the frozen land. Temperatures are always cold, resources are scarce and only Antelopes currently roam the wild as the cold-blooded Formicans and other native creatures stay south. In this biome, survival is truly a struggle of Makaran against himself. Within the Snow Biome, high on a mountain range is the White Dragon Keep. Wolves and Bears are stirring in their dens, awaiting a future update.

The separate island south west of the main island is now fully populated with resources and wildlife and also is home to the Green Dragon Keep.

The Blue Dragon keep remains where it has always been. All 4 dragons can be in your care simultaneously.

The Follow/Stay commands for the dragons have been modified to account for having multiple dragons. The Player must be close enough to their dragon and while looking at (placing the center dot on) the dragon press T (follow) or Y (stay).
This allows you to have one or as many of the dragons follow you as you wish. As of now, the dragons do not follow you if you are flying so be sure to put your remaining dragons on Stay if you take flight on another.

As a side note, the dragons are currently and primarily a mode of faster transportation and cannot die once fully grown. In the future this will be expanded, dragon combat mechanics will be added as well as quests that involve the dragons on your path to extermination the formicans and their Queen.

The in-game navigation Map has been updated.

When starting a new game you will begin in one of 12 spawn points at random. 5 are in the snow biome, 2 on the southern shore, 1 in the volcano biome, 3 in the central area of the main island and 1 on the south western island. All spawn points have different pros and cons. Some spawn points will offer a greater challenge than others.

Stone buildings have been added to the bushcraft menu which allows you to build new stone structures in the style of the newly modeled buildings that can be found in the Snow Biome.

Tutorial and quest objectives have been slightly altered for clarity and to accommodate new additions in update 14.

The model of the crafted well is modified and made unable to provide water if it’s placed on top of a foundation or other structure piece. It must now be placed on the landscape. (A structure can still be built around it but the well itself has to have bare ground directly underneath it)

Bug fixes:

Fixed an issue where the crafted water well could not be used.

Fixed an issue where ALL shadows would disappear. Shadows can now be seen much farther away.

Fixed an issue where ambient fog would cause concentric circles to appear in the sky at the center of the screen at night.

Thank you for playing and please leave feedback to help improve Windstone.

 

Originally posted @ https://threshold-seven.itch.io/windstone/devlog/50708/update-14-is-here which is also where you can get the latest version.

Update 12 is live!

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.

Update 11 Delay

Update 11 will be delayed due to unforeseen compiler errors. The newly optimized build of Windstone runs great on my end, but when I package it for distribution there are errors that cause the build to fail. I believe these errors are due to broken redirectors which are trying to find and load objects that have been deleted from the project. Once these errors are fixed I will upload the new build. It should not take more than a day or two.

 

Originally posted @ itch.io

Changing domains

Due to a name change, the domain also needs to be changed.

As a consequence, there will be minor stability issues, missing images and/or content.

 

This is only temporary, and should be working as intended within a few hours from this post.

It might take some time before the DNS Changes are updated on your local DNS Server.

 

Entering via the old domains will automatically forward you to the right domain, so please update your bookmarks.