Feb 14, 2019
Wellspring: Altar of Roots - Multithreaded Games
Wellspring: Altar of Roots - Multithreaded Games
https://youtu.be/XysEKoo8Dzs
After 3 years of development, we're ready to start making the actual game (kinda kidding, but kinda not) For #screenshotsaturday, here's a part of the very first cut-scene players will be greeted with, sans a few other opening shots.

Work on the opening cutscene is about a third of the way done, barring major revisions--while a lot of RPGs are exposition-heavy early on, we wanted to throw the player into combat and eventually character control as quickly as possible.

With that in mind, here's what we've got so far--still a work in progress, and very much open to critique or suggestions!
Nov 16, 2018
Wellspring: Altar of Roots - Multithreaded Games
Hi all! We recently put together an imgur post detailing a very strange bug we encountered, and how we eventually squashed it. Eventually. Come check it out and make sure to upvote it so we can hit that sweet front page!

imgur.com/a/LevXcN0
Wellspring: Altar of Roots - Multithreaded Games

We've recently opened up our Discord channel for anyone who'd like to drop by and talk about the game and its development--you'll be able to give feedback and even glimpse at upcoming features before anyone else! Come hang out!

https://t.co/P76kJcWWGo
Wellspring: Altar of Roots - Multithreaded Games
https://youtu.be/8HCOW4GFb5k
Hi all! We're extremely excited to show off a quick video of our new Kelvari model and walk cycle! While the environment is still a work-in-progress, we're pretty happy with it so far and will improve upon it further, introducing new sound effects, creatures, and environmental effects.

This particular creature is known to the Auvanians as "Berithane" and has been engaged and fought countless times over the centuries. While no one expected the Kelvari to breach the Auvanian forticiations, the Roots found another way instead and the town of Molsha was quickly engulfed, Berithane leading the charge.

As we add more animations and effects, you can be the first to see these and other updates by signing up for our newsletter here: http://www.eepurl.com/b_SewT
Aug 3, 2018
Wellspring: Altar of Roots - Multithreaded Games


Hi all! Here lately, we’ve been seriously entertaining the idea of doing a weekly (or even bi-weekly) dev stream where we take some time to talk about Wellspring development.

We wanted to take a more ‘tutorial’-oriented approach to these streams—we most likely wouldn’t be coding or programming new features necessarily, but would be talking about some of the systems we’ve already developed and diving more deeply into the intricacies of Unity and game development in general.

My question then, is which of the following topics would you be most interested in learning more about? And if it’s something that isn’t on the list, feel free to let us know in the comments section! Thanks!

  1. Combat system internals
  2. Artificial intelligence
  3. Skill system implementation
  4. Item/equipment systems
  5. Cutscene/dialogue creation
  6. Something else? Let us know!
Wellspring: Altar of Roots - Multithreaded Games
https://youtu.be/CZLtNMOaimQ
May have made a slight mistake here... (AKA what happens when you bind your running animation to the wrong avatar)

Wellspring: Altar of Roots is a dark and plot-heavy tactical RPG that merges old-school, turn-based strategy with modern, fast-paced combat. Featuring gridless battles, roaming enemy encounters, complex character customization and a vast and open world map, Wellspring offers a fresh look at a time-honored genre.
Wellspring: Altar of Roots - Multithreaded Games
https://youtu.be/_Gyy1-H3GjI
When we first started developing Wellspring, there were several features that we knew would be incredibly difficult to figure out--for me, in particular, I imagined that the enemy AI system would be the biggest pain in the ass to implement. (spoiler: it actually wasn't)

So like the good little programmer I am, I decided to put it off for a really long time and focus on other aspects of the game--in the meantime, however, we needed a way to have the enemies do something, anything at all--so we ended up adding the ability for the player to control the enemies directly.

While incredibly entertaining (and somewhat unfair), this does serve a more practical purpose, allowing us to quickly test and balance enemies and their skills. It also allows us to turn on/off an enemy in the middle of battle--so if we need an enemy to do a specific thing (IE, for many of our combat-related videos/demonstrations), it's only a keypress away.

In theory, (I use the phrase 'in theory' when there's almost a 0% chance of it working) it should be pretty easy to go the other way, IE, have the AI control an ally. Even though this sounds pretty much pointless, this would have some benefit, say if we ever wanted to implement a "Confusion"-style status effect. Similarly, our upcoming playable character Elvali will be able to directly control or manipulate certain enemies on the battlefield, which is pretty much exactly what's being done here.

Plus, this has led to some really epic PvP fights where one person controls the allied side and another person controls the enemy side, usually the result of semi-introxicated bravado, inevitably flaring up into a "1v1 me, bro."
Jun 16, 2018
Wellspring: Altar of Roots - Multithreaded Games
https://www.youtube.com/watch?v=6Wn0JIymbMM
I know it's been a long time since we've posted anything, but we're still at it! Lately I've found myself playtesting a lot using Game/Scene views and managed to catch our battle sequence--the left side is what the player 'sees' and the right side is what actually happens in the scene without any other 'effects.'

In game development, and most things really, there's a lot of trickery involved. More often than not, a simple screen fade is almost all that's needed to get the job done.
Wellspring: Altar of Roots - Multithreaded Games
https://youtu.be/Cz866GTEhpk
We've recently implemented new skills for our characters and I wanted to share one of the more interesting ones that we've come up with!

In our tactical, turn-based RPG Wellspring: Altar of Roots, Apolith fulfills the 'tank' role and as such, his job is basically... well, to get the hell beat out of him. He has a number of ways to go about doing this, from taunting enemies to reducing damage inflicted, to charging right into the fray. I wanted to play around with the more 'positional' aspects of Wellspring's combat, so we came up with the Substitute skill.

Essentially, this allows Apolith to swap locations with a targeted ally, thus removing them from the heat of combat. More interestingly, however, Apolith makes himself the target of any skills, damaging or otherwise, that were previously targeted to the ally he's substituting himself with.

In this video, you can see that this nice little lizard is about to put a hurtin' on Bodom, who really has no business being where he is anyhow. Nevertheless, with the Substitute skill, Apolith is able to 'save' Bodom and therefore absorb the blow that otherwise would've given Bodom, at the very least, a noticeable bruise.

We feel that this adds a lot more utility to Apolith, and is pretty unique as far as skills go, in general. Implementation-wise, this skill was pretty simple--we use Unity's navmesh for all of our placement/movement, so having the characters swap positions was a breeze. Changing targets, likewise, was simple, with only a tiny tricky part in that since Apolith is targeting Bodom himself, we don't want to switch Apolith's target to... uh.. himself. Because that would be weird.

Another nice thing about this skill is that it currently doesn't use any sound or particle effects, although I'd be open to adding them if anyone had any suggestions.

Also, for whatever reason, that yellow bush near Apolith decided to start wiggling. Don't look at that.
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