Kinwyrd Edda

In Development
RPGExplorationCreature Raising

A small world assembled from the pieces of old mythology: moors, enchanted forests, crumbling ruins, fog-bound coastlines. The creatures that live in it are tied to stories that are slowly going quiet, and your role is to tend both. You're brought in to keep the world running, which in practice means exploring it, finding the creatures within it, and raising them with enough care that they're still there to be found.

The creatures change over time, and the system behind it runs on its own terms. There's no counter, no progress bar, and nothing in a menu telling you how close anything is to becoming something else. The changes happen when they happen. Noticing them, and working out what brought them on, is the point.

The tone sits in melancholy more than adventure. The world is beautiful and the work is worth doing, and the game is closer to myth than to fantasy: built around discovery, patience, and the cost of forgetting.

Brought to you by Classic Niall

Concepts

Nimfinn and levels

Asset list

Updated GDD

Makes it cleaner, and more consistent

I'm not even sure

Formatting

Edit Art & Audio Direction.md

Updated Decay to Void

Add Poetry.md

Edit Archive-Keeper.md

Updating Docs

Generated files

Updated Docs

Updates to Docs

Docs

Calc spreadsheet closed

Wild Pet Stats (0.8.1.3)

Update the UI (removed statuses; emotes later)

Battle System: UI (commands coming later)

VFX

Boomberang sprite

Some updates

Hide enemyBattlePet UI

updateBattleUI uses floats now for Charge

Battle System UI: just need to float charge so it's smoother

Updated Battle screen to have UI gameObjects

Fixed open button in HUD issue

UpdateUI called when using Item outside of battle

Updated Battle scene UI

Added disabled button colour

Removed Debug

RNG AI Pet Commands

Flee and Defence chances

Flee Chance power of mulitplier

Defend lasts until attacked or new action

BattleSystem: Completed, bar UI

Added lv5 stats

Just prettyfying things

Cleanup the code a bit

Can now use Items

Set health to 0 when dead

Update UI on Battle End and HP check

Update UI for Energy after Battle

Removed Debug.Logs

Attack uses En, and OnEnable for multiple battles

Can now end battle and despawn. Also, make sure that the battle pet is ally and not player (don't know how it changed back).

PetBattle Commands: Attack and Defend

Removing gitignore files from repo

Gitignore IL2Cpp build stuff

Library added to gitignore

A whole bunch of things, but battle command buttons go back to petbattle script

Updated project

General commit from something... I don't know

Some bug fixes

Just some tweaks, and odd Curl error 51

General commit and push to keep up to date

Updated Walker to include Collision2D for colliding with other gameObjects

Got some buttons in there for battle "commands"

Started the Battle stuff

Explore Map -> Quick Travel switches scenes

Script and UI tweaks and show/hide prev/next buttons

All the scenes are designed - two more menus to do and 3 screens, then script them all up

Inventory System done in full! Well, got to add items in-game, but that can come later - next, erm, Interact? Explore?

Inventory page now goes back if using the last item on that page, and defaults to page 0 if there are no items in Inventory

UpdateUI works when Using Items. Issue is with loading the "prev" page when using last item on page

Pagination in place - needs to change page when last item on page is used

Loop through the first "page" of the Inventory. Need to add page buttons, and rules if on wrong page

Fixed InvSlot scaling issue - SetParent false fix

Made Inventory Item Slots interactable - basically they can be used now

Increasing Stat works, can in/decrease them at will, as well as Levelling system

IncreaseStat->Exp

Erm... IncLv, IncStats, GenExp and IncTotals to do - see Trello

UpdateUI for Exp working - needed capitalised Stat name

Excluded EXP from IncreaseStat->UpdateUI

Changed [state]Exp to "experience"

CheckTotals method now working

I cheated. CheckTotals is currently mixed into Awake. Need to work out totalStat on level up.

UpdateUI and IncreaseStat are now working in general, but Exp and Lv need their extra functionality, as well as totalHealth and totalEnergy

Updated the UpdateUI class

Created IncreaseStat class - can now pass stat and value and it does magic. Needs more work for totalStats, EXP, etc., and also test all the stats

Added UseItem method - currently ouputs the effects - need to make tweaks to the stats/Stats and how stats are affected

Removed if slot exists, and now clears Inventory Grid before rebuilding from Inventory List

UI done - just need to limit to 18/pagination

Adding Prefab to Menu

Inventory System - all up to date, just need to work on the UI

Can set Items in Inventory with GenerateStats, and can view Inventory with ViewStats

Player Inventory created; can add Inv ID/Count and Item ID to a list and save/load that list

Has an Item Database system - next, Player Inventory

Added CheckTotals method for stats with a total amount (HP/EN)

Cleaned up the code a bit

Updated UpdateUI and Stats setting

Organised files

Optimised scripts - functions.cs is no more

Functions into own files - separate, but needs optimising

Updated UI bars to reflect changes

Menu and UI

Updated the GenEXP formula

HP/EN increase - may need tweaks to amounts later

ATK, DEF, SPD now update correctly

Fixed the bug - it was adding all the stats together

Tried increasing Stats when levelling up, but seems to be some sort of memory leak, as it is causing errors when looping

Battle Stats as List (start)

Battle Stats as Dictionary

Battle Stat increase on Lv+

Added GenerateStats function, and GenerateExp function to randomly generate exp on level up

Just some testing

Current Exp cannot go below 0, and removed some Debug Logs

Tested out currentExp > needExp overflow

Exp and Level up on thresholds

Added the exp-levelling system in spreadsheet

Updated GetStats script to pull stat values for all the Stats Menu UI

Added ChangeMenu script to other menu items - issue with btn_Close is when coming BACK to the menu (needs resetting?)

Added ChangeMenu script to allow Main Menu items to change the menu - issue with the close button transitions

Tweaked CloseButton script to Update CurrentMenu

Close button now closes menus but but with reopening

Added Close Button script - button now closes the master Menu

Opening and closing Menu affects child menus - i.e. Main Menu opens first, rest are hidden

Set the lower limit for Health/Energy to 0

Maxed out Health/Energy to totals

Streamlined Health and Energy functions

Streamlined some code to make stat increase simpler

Updated the UI to suit design

Cannot transition with time frozen, and getting a smooth tranistion is a nightmare anyway

Added button FA icon colour change on hover

Stats menu with FontAwesome

Can open/close main menu

Updated Unity and Project

Misc files, assets, etc.

New scene texture assets

Updated scripts to be more organised

Just some Library stuff

Some level design concepts

Basically set up all the stat stuff

Basic UI done

Pixel Pets 2D

Remove Pixel Pets 3D

Refresh on project