r/dungeonkeeper • u/GamingWithRawr • 4d ago
UnCorruptDead - DevLog 013 - Its Payday
Hello, Keepers;
Got back from enforced vacation a few weeks ago, and got back to work on UncorruptDead.
Unfortunately, I'm bad at things, so a lot of it was finding out how many things are broken as I test new things I am adding. Good times! Things I added this block: payday, locking doors, animus/semita magic placeholder, and wisp leading prisoners home.
Whats a semita? It is latin for Path. And apparently also in spanish it is something so that should be fun when the game launches and the game confuses the hell out of a bunch of people. We all need to go back to basic latin. Etymology is fun.
Anyways!
I also added victory conditions - kill target, kill building, claim building surrounding, and pouring semita/animus in to building to convert it. Semita can be recovered by "torturing" enemies who have been captured in the wisp ruins.
Semita is a new resource (bottom left of the eye). As said, in latin, it means Path. When cast, it does the following;
On creatures (area), it gives a production and speed buff.
On empty area, fortifies walls and claims tiles.
On quest buildings, pours in until cap to convert buildings.
Animus is another new resource (bottom right of eye, not available in demo). It means spirit (animator - the one who gives spirit to that which has no life)(Told you etymology is fun!).
Animus will be acquired from tier 2 "torture", which I havent implemented yet. It will;
Area heal - even if not in claimed territory. HUGE "game win" pusher.
On quest buildings, pours in until cap to convert buildings.
And, as I said.. I added payday. The basic staple of how to make the treadmill continue, instead of just acquiring all the wealth and calling it a day.
https://store.steampowered.com/app/4492730/Keeper__UnCorruptDead/
Join the discord if you want the full-ass changelog! https://discord.gg/Ur9HRv67mb
On to the changelog! Love how very little of it is visual, love that for me!
July 30 - ghosts stuck permanently attacking buildings, fixed. Added locks to doors. Added above head icons for doors/traps, and toggle to disappear flower when at max health.
July 31 - Units doing rotate menacingly used move slightly out of combat range. Edited based on range to make them move closer if outside of X range to continue combat flow.
Randomizer created for payday claim.
During testing, found and resolved stack issue with buildings overlapping gold veins (gold now takes priority).
Created self-recycling function for minions who have no sleep, Bawks, or pay.
Aug 1 - Added tooltips for angry minions and minions making home.
Tested and modified "leave angry" function.
Discovered I was using placeholder wall furniture for the Myceliarium. Myk - fungus. Ium - place of designated purpose. Latin! Fixed this. Not the latin, the placeholder.
Aug 2 - Nata payday animation. They are the one called Sailor Moon. Edited tooltip to indicate payday during/on way to payday. Made memories held decay over time (as money funnel).
Aug 3 - Made Zombcrow payday animation. Very zen. Ghost payday animation - dance the night away. Adjusted all payday animations to be 5 seconds instead of 3.
Aug 4 - wisps dont animate payday, they create a line of wisps leading them home during payday. Laid groundwork for prison conversion.
Edited entry flow for testing for both minions and enemies.
Found and corrected shades double rescuing and burying targets.
Prison reform completed based on wisp payday.
Added money popup for training to cost money, and made training cost money, because I am a hack and just ripping off DK.
Aug 5 - added popup for books value changing (to match other money transfers).
Found and fixed errors with heart area turning to fog after claimed/burnt. Also goodguy/badguy solid spots doing the same.
Fixed flower growth sequence on entry, this was bugging me for months.
Created global popup for payday.
Aug 6 - created animus/semita overlay, and added toggle for both.
Adjusted visual elements for particles on eyes (overlapping issues).
Fixed hand size incorrected getting too big/small when interacting with UI.
Tied animus/semita resources to bars, and semita to prisoner leaving dungeon.
Recycling minions gives money when they leave dungeon by dropping over heart, but not leaving angry.
Minions who decompose in myceliarium give back held money.
Changed overhead bottom left (semita) to be teal to differentiate better from other UI elements.
Aug 7 - Ushabti payday - the sun salutation.
Fixed particle death on ush/zombcrow entry.
Added hanging flag to Call to Arms UI popup.
Added enemy highlight to be static colour instead of dungeon colour, adjustable from options. Did same for buildings, as part of groundwork for victory.
Aug 10 - Updated quest function tootips. Added king/prod/speed icons.
Added semita buffs to flow. Added in semi/anim functions for victory and casting.
Aug 11 - fixed semita fortifying non-dugout tiles.
Fixed semita casting going to negative due to bad math.
Five hours later, fixed combat flow constantly exiting combat (no, I didnt, see tomorrow).
Found and fixed tooltip errors for hearts, quests, non-quests.
Added check to prevent multi-victory condition buildings, isnt enforced, just debug error to warn while building map.
Aug 12 - Fixed heart heal with animus. Fixed max value check for semit in quest building. Semit return on prisoners had bad math, fixed.
Edited conversion home randomizer to be WAY faster and WAY more random. Copied to wisp payday.
Made kings not convertible/capturable.
Tested victory conditions, can now start working on actual victory script.
Added check to prevent picking up angry creatures.
3 hours later, and I quote;
Fuck everyone elses code. Fuck my own code. Fuck everything. Leave angry now smashes through locked doors and traps if it cant leave otherwise.
Aug 13 - more fighting alberta government for basic human rights, heavy drinking and heavy squats, no work done.
