Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more
If you haven't heard yet, we've started up the Wild Warfare machine again. Wild Warfare is now going to be developed by Brian, one of the new programmers here at Hyper Hippo.
Since joining, Brian has already made a few tweaks to test out some improvements:
-Engineer double jump force reduced by 25%
-Heavy first person view moved so that you can more precisely shoot over ledges and around corners without having to step too close to the edge that you might fall off.
-All Triggers for detecting when a user walks onto a jump pad, a powerup, or falls into lava, are enlarged to make it easier to trigger them.
-New Chat UI while in a match.
-Changed Keys for Opening Chat UI.
[Enter] - will default to all chat in free for all game modes, and team chat in team based modes like Capture the Flag.
[LeftShift+Enter] - If in a team based mode, will open for all chat.
-Chat UI moved closer to center of screen to make communicating easier for people with larger screens.
-Chat UI will only stay up for 5 seconds after receiving a message or typing one. Removing clutter from the screen.
-New Style should make it easier to read messages while removing background art for the panel so less obstructive.
-Fixed a bug that caused the user to be stuck in chat mode without a chat window open if they had been typing in chat when a match ended and a new map was loaded.
-Fixed hole in the red side of CTF_Gulch.
We're going to be trying out a ton of new things, and live testings as much as we possible can. Please be sure to share your feedback, and send us any other suggestions, bugs or feedback that you may have. We always appreciate hearing from you!
Dear Supporters of Wild Warfare,
It has been a little while since we last updated everyone, so we thought it was due time to let you all know what is going on in the world of Wild Warfare.
Since launching on Steam Greenlight, we've received a ton of great feedback, ranging from unit and item suggestions, to bug and troubleshooting information. We've also been able to launch 2 new maps, along with alternate game modes; Capture the Snail and Swarm. That brings us to the inevitable next question; what's next?
For the time being, we honestly don't know. As a small studio, we have to be careful with managing our time, as we currently have other live projects that require most, if not all of our resources. Based on that, we are currently unable to prioritize developing Wild Warfare further until we can afford to spend the time the game deserves. As you can imagine, developing a First Person Shooter is extremely time consuming, and until we find someone who can dedicate all of their time to developing the game, we're putting a pause on Wild Warfare.
The good news is that we are actively searching for that special someone, and you will all be the first to know when they arrive. In the meantime, please keep sending us your ideas, bug reports, and overall feedback with what you'd like to see within Wild Warfare. We are still going to have online meet ups, and we'd still love to talk with you about anything Wild Warfare related.
Thanks for your continued support, and please feel free to comment or write in to wildwarfare@Hyperhippo.ca if you have any questions.
The Wild Warfare Team
“I am officially calling Game of the Year 2014, and indeed every other year, to the game that lets me be a bear in a bowler hat with a heavy machine gun.”
Rock, Paper, Shotgun
You can use this widget-maker to generate a bit of HTML that can be embedded in your website to easily allow customers to purchase this game on Steam.
Enter up to 375 characters to add a description to your widget:
Copy and paste the HTML below into your website to make the above widget appear
Sign in to add your own tags to this product.