Breakwaters cover
Breakwaters screenshot
Genre: Simulator, Adventure, Indie

Breakwaters

Food updates, new Items, World updates, and World Oceans Day charity sale

Its World Oceans Day Steam charity Sale right now!
Check out the sale and grab some great games.
https://store.steampowered.com/publisher/curvedigital/sale/wdcoceanday2022



Loads of updates!


I have been hard at work on Items, Food, UI, and lots of various fun things in the world.
Its hard to focus on just one area for this update, but If I had to, I would say Food was the biggest change along with some fun new items. A large food re-balance has been happening, and some fun new items have been added.
Check out the build notes at the bottom for the full details. Here are some of the highlights of my favorite updates and additions:

Crystal crabs, Large crabs, and Water Bag Plants


Crabs now have yellow crystals growing on their backs and push water away from them as they walk around the world. On pine islands there are also larger and stronger crabs.

Water gel (a new source of Water) now drops from the Bag Plant. Bag plants have also been added to pine islands as a new water resource. If you don't fully destroy a Bag Plant, it will regrow and drop items again.



Backpacks with lights


It scares off rats, adds a fun swinging physics light to your backpack, and lights up the space around you in a soft romantic glow.
Its fun running around and jumping off of rocks just to watch the light swing around.



Blue Crystal Sickle and Stun fry pan


There are multiple new items in the world which can be built or found from Treasure maps. Two of the new items are the Blue Crystal Sickle that you can craft, and a Stun fry pan you can find as buried treasure.
The Blue Crystal Sickle will help harvest Fire Flowers without them exploding.
The fry pan will Stun NPC when they are hit giving you a few moments to get in free attacks, run away, or just generally confuse them.



Improved Treasure Maps


Treasure maps received a big update. You can now find common and rare treasure maps which can now also drop rare treasure equipment and items in the world. The placement logic for treasure has been updated to be much better and some bugs have been fixed. The save/load logic for treasure maps has also been updated to fix some feedback bugs I found during the update.
The treasure map window has also been improved to now show the players location and have more polished UI.

Wet clothes and water drops


Clothing now gets wet as you enter the water and tracks how deep you have gone into the water. They will slowly dry out over time and drip water drops off of you where its wet on your character.



New animations, new audio


In addition to animation cleanup and improvements, Characters now play audio and animations when you enter into a conversation with them. My composer who made the audio files insists its all gibberish, but I keep wondering if they are saying something or if I am just hearing things. Let me know if you hear a word or two when talking to them. :)

New UI feedback


With all of the Item updates, food updates, and equipable updates, I also updated lots of the UI feedback. Items give you more consistent, better, and more often feedback about what they can do. There is more feedback when you eat food and what stat its helping and how long its helping. There is more feedback when you gain a level. The stat names across the game have also been updated to be more consistent and straight forward. Overall its more fun and easier to understand the world around you now.

That is the summary, check out the full notes below.
More updates are coming soon!


Full Build notes:


v0.5.23

  • Improved Text readability on some items with long text names in the inventory menu
  • Update to food costs and recipe creation costs across lots of objects. In general food provides much more benefit now and recipe costs are cheaper and provide more benefit.
  • Setup some new food items like cooked fish
  • Setup a on-screen error report to display when breakwaters cant create folders/files on disc. Normally this is because antivirus is blocking it.
  • Setup additional UI feedback when you are actively gaining stats from food items
  • Setup a way to gain Sprint stat and Oxygen stat from food consumption
  • Improved various UI and Item descriptions
  • Setup talking animations on NPC during mission conversations


v0.5.22

  • Setup larger crabs on Pine Islands that are harder to kill, do more damage, and drop more loot/exp
  • Changed crabs to be yellow crystal crabs that displace the water around them and drop yellow crystals
  • Improved Crab walk anim
  • Setup some logic to try to regenerate a zone if the load file was corrupt and to put a warning on screen of what its trying to do
  • Setup Rare Treasure maps in the world and created "Pure Water" and "Ancient Epic Stick" as unique loot items that can drop from Rare treasure maps
  • Made the player icon position in the treasure map window more accurate
  • Removed Ruined Paper from multiple drop lists so that only useful items drop most of the time
  • Changed Titan Relic to float in water
  • Setup additional feedback in hydration and hunger bars to show how much it will reach after eating and drinking
  • Changed eating, drinking, healing to have the amount and the speed it will work for items.
  • Tightened melee weapon hit logic so you are less likely to hit something behind you when its close to the player
  • Improved tree health bar positions
  • Update to Palm trees so coconuts drop from the correct position on the tree when the tree takes damage
  • Changed all items and equipment to a system that dynamically creates their description info based on the current stats. This will reduce future bugs and unify items to have consistent description text layout.
  • Setup equipable items to look at the current item and highlight if the selected one is better or worse than the currently equipped item.
  • Some item and resource rebalancing, but its not complete yet.
  • Updated UI for item info feedback
  • Fixed a movement issue in animals which would happen based on how much a player interacted with them over time
  • Added the Build "Branch" name to the version info in the main menu
  • Setup additional mission rewards for starting archeologist missions
  • Changed player creation menu to auto choose a default name during player creation from the NPC name list. Players can still overwrite it like normal and it will choose their Steam name if one is available instead.


v0.5.21

  • Quick system bug fix a user was seeing


v0.5.20

  • Fixed Treasure maps that found sunken islands and thought they had been valid treasure locations. Maps with invalid (sunken island) locations should look for new island locations with this update.
  • Improved Treasure Map drop treasure quality
  • Setup the player position to show up in the treasure map window
  • Improved conversation logic so the camera doesn't "pop" as much between dialogs
  • Improved roof thatch visuals
  • Improved player movement logic to handle going up/down hills better
  • Updated Mega Golem look at logic to improve how much it looks back and forth from the player to a rock it wants to pickup
  • Setup Adventure experience to be awarded for pirate towers when you defeat them
  • Improved AI so they don't attack if the loading screen is taking a very long time after respawn from dying in deep ocean and being moved to an island


v0.5.19

  • Improved "look" logic for NPC and Golems
  • Fixed the roof shader so that it will be lit correctly from the inside by torches
  • Improved pine tree visuals when they are chopped down and the physics
  • Setup conversation audio sfx in the mission dialog window
  • Improved conversation camera logic
  • Various system bug fixes and save/load bug fixes


v0.5.18

  • Updated Sickle build costs
  • Improved tree log physics
  • Reduced Pine tree health across all parts to make it quicker to harvest
  • Setup Tree Log impact audio when they fall over and run into something
  • Adjusted Bush resource drop rate
  • Adjusted berry and glowing berry stats
  • Increased Coconut to give 10 water instead of 5
  • Fixed save/load memory leak bugs in world and character saves
  • Lod system bug fix


v0.5.17

  • Setup water drop vfx on humans that will play while their clothing is wet
  • Fixed crabs (and all non-swimming creatures) so they walk on the ground correctly
  • Optimized animal spawn logic perf
  • Improved animal health bar positions
  • Improved Human jog/run animations
  • Fixed Conch not spawning correctly in the graveyard after the story pages had been added to the world
  • Increased the ratio at which bottles with a note will drop in the world vs empty bottles so you can find story pages easier
  • Fixed some items not rendering in the player preview window


v0.5.16

  • Fixed an issue in treasure maps where they could become confused about which world they should belong to and then not work correctly in the world they should be working in.
  • Reduced cost to make refined yellow crystal bottles
  • Reduced health of Yellow and Blue sea crystals
  • Improved health bar position of sea crystals
  • Reduced Chicken health from 15 to 10
  • Fixed Gamepad input in the pause screen so it doesn't lose input when saving happens and some buttons turn off.
  • Changed auto save to not happen while the pause screen is open
  • Setup NPC to look at the player when they enter a conversation with them


v0.5.15

  • Setup Player custom world map marker. Right click (X on gamepad) in the world map and it will add a custom marker which will also show up on the minmap. Click on it again to make it go away.
  • Improved mouse scroll wheel speed in ui
  • Reduced Ballista Shot explosion force
  • Updated some weapons so they correctly render in the player preview window
  • Fixed rare error in torch backpack re-light logic
  • Improved launch screen resolution logic to reduce the chance of Unity ignoring the user set res and going full desktop res


v0.5.14

  • Changed Blue Crystal Sickle to be unlocked by default
  • Changed lit backpacks to use sticks instead of branches and to be unlocked by default
  • Changed Oxygen not to cause damage while in the Ferry Boat and in transit
  • Fixed Fire Flower Crop to also not explode on blue crystal damage. Previously only wild Fire Flowers didn't explode.


Mega Food rebalance pass two

This is the second pass of the food and item re-balance. This pass substantially updated food and recipe items in the world. In addition to balance changes, there are lots of UI and feedback updates across the board when using items.

v0.5.23
-Improved Text readability on some items with long text names in the inventory menu
-Update to food costs and recipe creation costs across lots of objects. In general food provides much more benefit now and recipe costs are cheaper and provide more benefit.
-Setup some new food items like cooked fish
-Setup a on-screen error report to display when breakwaters cant create folders/files on disc. Normally this is because antivirus is blocking it.
-Setup additional UI feedback when you are actively gaining stats from food items
-Setup a way to gain Sprint stat and Oxygen stat from food consumption
-Improved various UI and Item descriptions
-Setup talking animations on NPC during mission conversations

Quick system patch for a rare bug

v0.5.21
-Quick system bug fix a user was seen

Treasure map improvements and player movement updates

v0.5.20
-Fixed Treasure maps that found sunken islands and thought they had been valid treasure locations. Maps with invalid (sunken island) locations should look for new island locations with this update.
-Improved Treasure Map drop treasure quality
-Setup the player position to show up in the treasure map window
-Improved conversation logic so the camera doesn't "pop" as much between dialogs
-Improved roof thatch visuals
-Improved player movement logic to handle going up/down hills better
-Updated Mega Golem look at logic to improve how much it looks back and forth from the player to a rock it wants to pickup
-Setup Adventure experience to be awarded for pirate towers when you defeat them
-Improved AI so they don't attack if the loading screen is taking a very long time after respawn from dying in deep ocean and being moved to an island

Improved lighting and conversation menu logic and sfx

v0.5.19
-Improved "look" logic for NPC and Golems
-Fixed the roof shader so that it will be lit correctly from the inside by torches
-Improved pine tree visuals when they are chopped down and the physics
-Setup conversation audio sfx in the mission dialog window
-Improved conversation camera logic
-Various system bug fixes and save/load bug fixes

Improved Tree Physics, Item stat balance changes, and save file memory leak fixs

v0.5.18
-Updated Sickle build costs
-Improved tree log physics
-Reduced Pine tree health across all parts to make it quicker to harvest
-Setup Tree Log impact audio when they fall over and run into something
-Adjusted Bush resource drop rate
-Adjusted berry and glowing berry stats
-Increased Coconut to give 10 water instead of 5
-Fixed save/load memory leak bugs in world and character saves
-Lod system bug fix

Improved run animations and additional water vfx

v0.5.17
-Setup water drop vfx on humans that will play while their clothing is wet
-Fixed crabs (and all non-swimming creatures) so they walk on the ground correctly
-Optimized animal spawn logic perf
-Improved animal health bar positions
-Improved Human jog/run animations
-Fixed Conch not spawning correctly in the graveyard after the story pages had been added to the world
-Increased the ratio at which bottles with a note will drop in the world vs empty bottles so you can find story pages easier
-Fixed some items not rendering in the player preview window

Important fix to treasure maps when taken across different worlds

v0.5.16
-Fixed an issue in treasure maps where they could become confused about which world they should belong to and then not work correctly in the world they should be working in.
-Reduced cost to make refined yellow crystal bottles
-Reduced health of Yellow and Blue sea crystals
-Improved health bar position of sea crystals
-Reduced Chicken health from 15 to 10
-Fixed Gamepad input in the pause screen so it doesn't lose input when saving happens and some buttons turn off.
-Changed auto save to not happen while the pause screen is open
-Setup NPC to look at the player when they enter a conversation with them

Custom world map marker!

v0.5.15
-Setup Player custom world map marker. Right click (X on gamepad) in the world map and it will add a custom marker which will also show up on the minmap. Click on it again to make it go away.
-Improved mouse scroll wheel speed in ui
-Reduced Ballista Shot explosion force
-Updated some weapons so they correctly render in the player preview window
-Fixed rare error in torch backpack re-light logic
-Improved launch screen resolution logic to reduce the chance of Unity ignoring the user set res and going full desktop res

0.5.14 quick fixs

v0.5.14
-Changed Blue Crystal Sickle to be unlocked by default
-Changed lit backpacks to use sticks instead of branches and to be unlocked by default
-Changed Oxygen not to cause damage while in the Ferry Boat and in transit
-Fixed Fire Flower Crop to also not explode on blue crystal damage. Previously only wild Fire Flowers didn't explode.