Breakwaters will be at Seattle Indies Expo Sept 4th!
Breakwaters will be showing at Seattle Indies Expo 2022 this weekend (Sept 4th) from 12Noon to 9pm at the Motif hotel in Seattle. SIX is a great event with local game devs from across the Pacific Northwest.
Did I mention Its a FREE event?! Drop by to check out lots of great indie games and chat with the devs.
Your invited to the SIX after party
If you are going to PAX West 2022 in Seattle... or if you just happen to be in the area, don't miss the SIX after party. From 6pm-9pm at the Motif hotel, free admission, no registration required.
I made lots and lots of unique pins just for this event, don't forget to pick your favorite.
-Improved water pipe build logic and possible nvidia 1050 gpu specific fix
v0.5.42 -Improved pipe attach logic and general building logic to be more reliable in complex situations where it may have failed to find all attach locations -Fixed a bug where explosive damage was not being consistent across enemies and players. -Changed icon cameras depth format to work on more gpus. There was possibly an issue with 1050 cards not rendering certain types of depth channels correctly and this may fix it.
Player animation while on boats fix
v0.5.41 -Fixed player playing run animation on boat. -Improved loading script logic so the top animation icon only shows up in a world and not during the loading screen
Quick fix to the boat motor menu ui
v0.5.40 -Fixed boat motor menu UI issue where buttons would render wrong and show too many -Changed "high" shadow quality preset to use more reasonable settings.
Mission text improvements
v0.5.39 -Updated Village NPC conversations and shop contents to better work with the new first island dialog changes -Improved first island dialog -Improved second island dialog -Various minor bug fixes and improvements
New missions on the first island, improved build logic, and more
v0.5.38 -New missions and mission text for the first island tutorial missions including a new interaction. Updates mission text on the second island to better align with the changes. -Conch of the Sailor is now in the game and replaces the Boat Flare. Saves will auto update to give the player a Conch which is located in the Relics Inventory slots. Use it to call a Boat Shop. -Update to Titan Relics so they are permanent relics you carry and don’t get consumed when used at a ruins site. They are now also color coded with interactions in the world. The first one is Yellow and will active Yellow ruin locations. -Turned off torch backpack fire sound -Improved mounting logic for ballista and cannons to account for more situations -Setup additional build feedback for why a contraption cant build in a specific situation -Changed Stone Walls so red can be built on black etc instead of just red on red. -Improved wall building logic to make it work on stone floors and to fix some false negatives -Improved contraption placement window feedback and UI -Fixed camera rotation jumping to a new position when leaving a mission conversation window -Update to texture settings for various icons to improve their rendering at lower screen resolutions -Gave the player some minor momentum when slowing down to soften the stop transition -Improved the sliding logic to fix cases where slide would not turn off right away after the button had already been released -Turned on the ability to use and equip items while in a workbench menu and not just the player inventory menu so you can interact with inventory items in more menus -Standardized item build times and contraption build times across all objects -Improved object spawning perf to speed up load times a little -Setup additional conversation and mission translations -Improved foam sim logic to improve rendering quality -Improved conversation menu logic so that gamepads are less likely to accidentally click close right after opening the window -New Titan Stone inventory item icon -Increased Titan Stone stack count so they don’t take up a whole slot -Changed Crabs to always drop at least one item when killed -Setup localization on build info window -Setup contraption build feedback window localization -Translated "hungry" and "thirsty" popup text -Additional Boat Shop menu translation work -Improved "Stats full" messaging logic so it doesn’t fire in false positive scenarios because multiple stats are being filled
Lots of improvements, updated UI, Smoother Jump
v0.5.37 -Improved jump logic to fix a stutter that would happen if the game wasn't running at or above 60fps. -Adjusted SeaAnemone to regain Sprint faster. From 10 seconds to 5 seconds length -Increased transition speed into and out of player block mode -Update to Crabs to have a picked up animation while using the Grabber Arm on them. -Updated various UI windows to use improved visuals -Fixed Grabber Arm reticle so that it changes colors correctly when targeting Bubble Treasure underwater -Additional localization work in menus -Update to graveyards to have a map icon, turn off their lid when empty, and play a sound when opened -Adjusted grave marker icon rendering and trigger interaction to be a bit smaller -Updated Unagi roll to give Hunger and Hydration when eaten -Fixed some NPC that didn't show their name on interaction -Adding lines to the Stamina meter to show how many blocks you can do with your current stamina and shield combination -Adjusted block logic to allow it to turn on just a touch below the needed amount to avoid it needing to be perfectly full. -Setup localization text for world and player selection feedback when something isn't selected. Also added color to them so you better know when something isn't selected. -Update to character and world menu creation screen UI. -Setup a generic feedback window for when msgs related to interactions need to display. Like if you need a specific item but don't have it. -Improved player position accuracy in the minimap -Changed minimap camera fov feedback to be on the player icon instead of on the map ring. -Added a new Tutorial mission (talk to the archaeologist) and removed the two previous missions (build an axe, build a table) -Setup tutorial to notify it was added as a mission on a clean new game start -Improved Spawning for the player and archaeologist in difficult locations -Update to mission and map menu to use the same style as the other UI -Fixed button localization in Map UI to show the correct mouse button for moving the map around -Updated simple save objects from save logic version 6 to version 7 to fix an issue while saving large object scales -Fixed save load issue related to large object sizes not saving their scale correctly -Fixed Destruction Hammer so it cant target objects with "Ignore Damage" turned on, like on some NPC buildings. -Fixed a animation bug where the character would transition too early into the landed animation after falling a long distance. -Moved Conch into the Relics menu UI to help organize them into a central location that is permanent
Grabber Arm updates! New interactions and improved features for the Grabber Arm
v0.5.36 -Improved Grabber Arm so it can aim outwards and shoot at objects to grab. -Improved Camera while using the Grabber arm so you can look around and aim with the new mechanic much better. -Setup Blue, Yellow, and Green crystals so you can pick them off the ocean floor with the grabber arm... and the Anemone. -Setup Grabber arm to work on crabs -Setup Grabber arm to work on treasure crates -Updated Blue SeaCrystals to have a brighter light when underwater so they can be seen better while using the Grabber arm -Updated Anemone and Mushroom Coral shaders to show up better at night underwater -Update to the Bow and Grabber arm reticle visual -Setup timer bar for notifications so you can see which ones will auto disappear -Fixed AutoSave Toggle not respecting the current value on game start if you set it then closed and opened the game -Moved loading screen feedback to be more prominent -Improved crab loot drop settings
Raise shields and set Titan beams to full!
It’s time for the July update about everything that has been happening and what is being worked on next. There has been a huge amount of code work done in June and July. Compared to past updates there are fewer content changes, but this recent sprint was a big step that needed to happen for everything coming next. Now that it is done, I am freed from its clutches to work on new and exciting content!
First up is notable new content, then what’s happening next, and at the bottom are the detailed build notes.
New content and notable updates:
New Block feature and Shields This week Block was added as a new feature in the game, along with some low-level Shields you can now build. If you successfully block an attack, it will prevent all of the damage but will suck away some stamina. Better shields and higher stamina values will let you block more attacks before running low on stamina. Adding Block to the game meant some of the gamepad default button mapping has been updated. If you prefer a different layout, all of the buttons can be remapped in the Settings Menu.
Placeable friendly chicken nest. Now you can start your your own little chicken utopia and never run out of eggs.
Improved player movement & NPC movement, NPC animation playback, NPC combat attack timing
“Greased Pig” improvements This fixes situations where the player was getting “hooked” by the edge of a collision or wouldn’t walk over knee high collision that looks like it should have.
Torch Backpack and Firefly Backpack Lit backpacks will help keep wild animals away and will add some light to your nighttime adventures.
Inventory menus are now 8 item slots across instead of 7 and Bags now have more storage in them
Updated character skin tones to have a wider range of options
New and improved feedback across lots of game systems and menus
Big UI quality improvements across lots of menus
Localization tech setup across every system in the game (This was a huge number of code edits… crazy large!)
Breakwaters Soundtrack is now on Steam. These are unique longer songs made from the shorter clips (played in random order in the game) used in Breakwaters created by the composer.
Improved build logic and additional feedback
Crabs with yellow crystals growing from them!
What’s happening next?
First island story improvements
Roaming Titans in the world
Improved Pirate towers and pirate boats with more exploration, real live pirates, and more interaction.
New Ocean events and activities with improved sailing experiences.
Creative Mode!
Turtle Titan combat improvements
New Items
After that?
Combat improvements and AI improvements
New “monster” biome
New Green Crystal type and related items/contraptions
New Online Tech! This is listed down here because its an ongoing task and will be made public ASAP but doesn’t have a specific date currently. If it can be released sooner, it will be.
Serpent Titan and Weather
Build notes since the last big News update:
v0.5.34
Block action is now available to the player. It will block some damage from in front of the player but no damage from behind. In a coming update I will add in some blocking related equipment too.
Update to attack queue system so that it only stores 1 more attack instead of all backlogged attack requests
Improved NPC punch range
Tuned foot sfx volumes
Changed gamepad default button mapping so that Ammo Switch left/right are now d-pad left/right
Changed gamepad default button mapping for Sprint from left trigger to left bumper
Setup block on right mouse button and gamepad left trigger
Increased how much damage trees take from explosive damage
Fixed UI label/localization setup errors in Settings menu Remapping tab
Increased golem health from 30 to 40
Increased golem "slap" attack damage from 30 to 60
Updated Titan roar sound
Setup Heart Beat audio to play when health is below 10%
Setup descriptions for equipment slots to display when selected but no item is equiped yet
Setup Shield equipment slot in character screen
Setup Crab Shield item
Setup Steel Shield item
Setup Shield stat in Stats screen
Localization update to Player Stats menu
v0.5.33
Updated "Greased Pig" logic to improve movement logic while touching or bumping into objects
Setup Shadow Quality (low/med/high) in the settings menu so users can have lower quality (cheaper perf instead of just turning them off) and a new higher quality shadow option
Changed boulders to always drop items in singles instead of larger counts dropping in satchels.
Fixed boat descriptions to list the correct number of slots available on the boat.
Fixed BoatYard bench attachment not turning on to allow water pipes to auto snap on to it.
Gave meats some minor hunger regen in addition to the health regen benefit it provides
Adjusted enemy boats to take some small amount of damage from hand weapons instead of only taking damage from cannons.
Updated Fence Gate so it turns off the door collision while the door is animating
Setup a default description for work benches to better show some of the benches features to users when an item is not selected.
Improved Treasure map ui.
Localized slider menu and improved visuals.
Setup item name translation code and item description translation code
Setup localization logic for item descriptions
Setup localization for hud text of Destruction hammer and Repair hammer
Fixed Boat docks so they will correctly see if a water pump is connected to them
v0.5.32
Fixed rendering preview issue in Character creator where camera exposure would shift based on the shirt color chosen.
Updated player character skintone options
Updated character and world renaming to not cancel out when the UI Cancel button is pressed and to only cancel on ESC and Enter
Improved collision on ruins to let the player more easily run over knee height ledges
"Basic Controls" UI added to pause menu and loading screen for players who are either new to games or unused to this genere of game controls
Exposed Special Action UI key remapping. Used with Tracking Build items and other unique actions.
v0.5.31
Mission dialog UI visual improvements
Fixed a mission save/load tracking bug that would cause missions to not be tracked and cleared properly leaving multiple missions in the log unfinished.
Localization setup for feedback while deleting world/character files
Localization setup for notification popups
v0.5.30
Setup Monitor setting in Settings menu so you can choose which display the game shows up on
Fixed Grabber Arm when mounted to the front of a boat (side mounts worked) not being able to reach the underwater bubble treasure to grab.
Fixed eating meat to play the eat sounds
Setup sfx for when an item is equiped
Fixed sfx not playing in bags when items are moved like they would when moved in pockets
Fixed item tip text so it renders in front of all other item ui
Adjusted inventory build unlock logic for TorchBackpack and FireflyBackpack
Settings menu localization improvements and general UI quality improvements
Huge update to localization logic across most menus in prep for a full loc pass in all languages once missions finish their story improvements
v0.5.29
Setup Autosave toggle in the pause menu to remember its setting between game sessions.
Fixed Hermit Roshi missions so they save/load correctly.
Setup final Roshi mission text to have a response for what happens next in the story line.
Update to main menu button visuals
v0.5.28
Changed inventory menu buttons to be 8 across to align with the pockets layout.
Increased inventory size of all bag objects.
Setup inventory to try to move items between bags when equiping a new bag.
Setup Dropped Items menu to select the take-all button by default when the menu opens using gamepads
Adjusted Crate menu to not cut off names of items.
Fixed tracking learned items between characters where it wouldn't always clear what has been learned and the new character would learn some "free" stuff.
Fixed digging for treasure to drop the correct note bottle setup
Fixed menu logic to clear out the selected character after deleting a character if its the current character
v0.5.27
Fixed stutter in jump related to hip ik logic when starting a jump and landing.
Adjusted camera when reading Graveyard stones
Fixed a display error where the new world seed would not be correct in the pause menu until the game had been saved and reloaded.
v0.5.26
Improved Hermit and Shu interactions so you can get into the shop window even while in the middle of a mission for them.
Fixed not all armor rendering in the player preview window.
Paper window system bug fix.
Increased Flotsam treasure values dropped by enemy ships.
Fixed Stone wall placement logic so that it will correctly place on top of other stone walls when a wood floor is also touching the wall.
Changed Water Still to require more water to fill a bottle.
Fixed a bug where destroying a stone wall would not destroy the stone door above it.
Setup preview arrows on wood doors so you can tell which way they will rotate while placing them.
Changed crates so they show their inventory slot count in the description window.
Fixed Heal points displaying the incorrect value while healing very quickly.
v0.5.25
Improved NPC AI related to combat and stairs.
Updated bamboo and trees to make sure they drop resources as single items and not in bags.
Updated oyster mushroom to also provide a small amount of food. Its best when used in a recipe for a powerful result though.
Increased Steel sell value.
Reduced the number of blue crystal pine trees that spawn in the world.
Setup thatch roof pieces to block NPC pathing logic.
Fixed button remapping logic issue in Unity where escape and e would both react as cancel events.
Fixed gamepad navigation input issues in the key remapping screen.
Improved remapping menu navigation logic to make better scrolling and better layout.
Update to a newer version of the Unity engine. This appears to have provided a tiny perf boost.
v0.5.24
Setup Chicken Nest to on death have a chance of dropping a placeable chicken nest with a friendly chicken
Changed chicken nests to have an egg that will randomly spawn over time which can be picked up instead of needing to destroy the nest. Destroying the nest will instead produce a chance of a placeable nest being dropped so you can build your own chicken city at your house.
Setup on screen feedback to tell the player their stats are full if they are trying to consume an food item but it wont consume
Changed Fence Gate open close logic to let NPC walk through the game easier
Setup additional logic to detect if a NPC is missing from the world and to spawn them again.
Improved fish lod setup
Improved item pickup text rendering to better stick on top of the world object