"Wanderers" Update Board

Alpha Release, v0.1

BEFORE IT COMES UP, YEA I JUST SKIPPED 9 PATCH VERSION NUMBERS. DEAL WITH IT

been a while since an official published update on this board! (i’d honestly forgotten about it somewhat lol, sorry)-- this release of the game does little to implement any new features but really shines in its backdoor workings through a complete rework of the existing functionality of the game to be more modular and OOP-styled, meaning updates from hereon will be relatively easy to build upon without having to change older chunks of the code to accommodate newer features.

oh yeah, did i mention new modular UI with customizable color schemes and General Awesomeness when it comes to the new GUI borders???

old:

…and new:

full update release below (or at least what i can remember):


  • New data caching system using a forked version of ProfileService
  • New character saving system includes up to two hairstyles at a time (with customizable colors for both!) as well as a Facial Hair picker which takes its color from the first hair color choice
  • New Saving creates a randomized character each time it is chosen
  • Complete rebuild from ground-up of multiple previously-existing modules, including the local sigil creators + enemy modules altogether
    • ADDITIONAL: Enemies, Parties, Sigils + many other active instances used are now treated as “noninstances” in their respective modules, allowing for easy indexing and identification as opposed to the old format where instances would be guessed at or have to be referenced directly
  • Custom hotbars + auto-sorting Inventory systems in place
  • Fixed some annoying bug that would crash the game due to an infinite loop in a spawning function
  • Added the Hub Menu, accessible with Tab key
  • Changed the About menu to Settings
  • Chest visual cue functionality + usage functionality complete
  • Visual indications for normal damage vs. critical damage changed
  • Sigil scaling to expected size adjusted to be more accurate
  • New Health bar
  • Ire regenerates on a second-by-second interval, the amount scaling to your current percentage of Health compared to your total Health
  • Koll Label
  • Character position loading and saving
  • Class Determination Label

Things in next Release


  • Still need to make inventory (sorry, just REALLY been stalling it in order to figure out how to make it as best as I can, which I’m going to do through the way i save/load items)
  • Enemy AI flexibility (with varying attack patterns and intervals between each attack)
  • FIRST WEAPON IN THE GAME (AS A PROTOTYPE)
  • other stuff i can’t think about rn idk but it should make the game more like a “game” rather than a ((((Work In Progress Passion Project))))

on a side note: i’m really working to ensure the game is at least left on a level of replayability beyond the number of features i add in-- that was one of my mistakes w/ P:R, focusing on making junk like parties which nobody really cared for when combat wasn’t even a thing in the game yet

^as such, peer-related features will likely come in the latter half of the Alpha Releases in order to ensure all other core gameplay features are completely polished before i stuff the code with friendship functions

sorry for the radio silence up until this point, been busy with irl stuff and other hobbies but i’ll try to update this project as regularly as i can (or at least more regularly than proj raft lol), so yea, happy wandering