LIVE THE LIFE OF A WILD WOLF! WolfQuest is a wildlife simulation game about wolf ecology. Playing as a two-year-old gray wolf in Yellowstone National Park, you'll learn how to live on your own, finding food, meeting other wolves, and searching for a mate. Ultimately, your goal is to find a home and raise your own family.
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Muito positivas (19) - 94% das 19 análises de usuários dos últimos 30 dias são positivas.
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Muito positivas (496) - 86% das 496 análises de usuários deste jogo são positivas.
Data de lançamento:
17/nov/2015
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Atualizações recentes Ver todos (84)

20 de outubro

Hooves of Hurt

https://youtu.be/8rwnoJbHX70

Who wants to take on a big bull elk like this one? Just in case our players do, we’re redesigning the Attack system in WolfQuest 3 so you’ll need both skill and luck to succeed. We’ve watched lots of videos of wolves attacking elk, and read a lot of scientific papers by our advisors Dr. Dan MacNulty, Dr. Dan Stahler, and many others, and gotten some direct guidance from Dan and Dan as well. As with any game, we’ve got to simplify and stereotype the most common actions into a few game mechanics that are learnable, playable, and of course fun.

First, some definite improvements, which apply to elk, moose, and mule deer:
  • Wolves will only take damage when the prey unleashes a kick. That’s just basic realism.
  • Then, to add some skill, we’re building a “Dodge” action that lets the player jumps to the left or right to avoid taking damage from those kicks — if you time it right.
So if you’re facing off against your prey, you’ll have to watch for signs of an imminent kick, dodge at just the right moment, and then make your own counterattack while your prey is taking a moment of rest. We’ve got this working now, though still refining the animations so it all looks nice.

Our next design challenge is damage. We’ve tweaked this over the years. In the old free game, you’d lose almost all your health in the course of taking down a single elk. That’s rather unrealistic (or at least unusual), so in 2.7 we tweaked it so you lose only about half your health. But that doesn’t feel completely right either — but here’s where it gets tricky. Death-by-elk or moose does happen in Yellowstone, but it’s fairly rare — and I’d guess it’s not from fighting with low health, but just having a really unlucky day. So we’ve thought about giving elk an enormous range of potential damage, with a small but real chance of dealing a killing blow to a healthy wolf. That might accurate in a simulation, but does it inject too much chance into the game?

The heart of this challenge is that wolves should approach an elk hunt with great apprehension. Sometimes it will go well, sometimes it will be grueling but ultimately successful, often it will fail, and occasionally it’ll fail with disastrous results for the wolf. But the key question is what factors determine how the hunt goes. How much is skill (comprising both thoughtful decisions by the player to find a weak elk and the manual dexterity to dodge attacks)? How much is luck (from randomized damage given by both wolf and elk)? And how much comes from a judicious evaluation of the odds?

Our goal in all this is to make the entire elk hunt more fun, so we can make it longer, which will make it more realistic! So tell us what you think would make the hunt more fun and interesting!
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13 de outubro

Ride of the Wapiti (Developer's Blog)

https://youtu.be/roTLFyRGfkY

While Susan and I were in Yellowstone, our Unity developer Tommi was working hard to make our bigger, better elk flock together realistically when fleeing predators. The video shows the results, and I couldn’t be more delighted. It’s just a thrill to run with the herd, even if they’re running away from me. (Note: I stripped down the terrain so it’s very basic in this video. But you can see the new controller in action. Though it needs some polish, right-click orbits the camera so you can look around easily while standing or running.)

Tommi’s the one to tell you how he did this, so let’s hear from him:

Creating this herd AI was a very interesting challenge, and I'm glad that Dave gave me the time to develop it as far as what you see in the video.

The algorithm the AI is based on is an old one: Boids (https://en.wikipedia.org/wiki/Boids) has been around since 1986, and it's still the go-to method of creating herd/flock/swarm AI. What I've been doing is tweaking and modifying that system to match the specific kind of pattern created by a running elk herd. What's beautiful about this is that you don't need any code orchestrating this from above - instead, every animal thinks entirely for itself!

At all times, each elk in the herd tries to move in such a way that:
1) it moves in the direction it wants to go. Usually, that is away from you.
2) it stays close to other elk, because it's safer in the herd.
3) it keeps a certain small distance from its friends, to avoid stepping on their toes.
4) it moves more or less in the same direction as everyone else, because that helps with staying in the safety of the herd.

While it sounds easy, figuring out how exactly everyone should mix these different goals was pretty difficult. For example, the standard Boids algorithm tends to create a round herd because rule 2 above just pulls everyone towards the center. To create the nice long line you see, I had to create a kind of a "follow the leaders" logic instead. I also spent a lot of time trying to figure out how to prevent said leaders at the front from circling back on their buddies, or from splitting the herd up. Another tricky thing was getting elk that had been separated for whatever reason to nicely integrate back into the herd without running against the stream and causing chaos. While at the same time keeping everything responsive enough to outside influences such as wolves, who have an annoying habit to disrupt perfectly good formations.

In addition to the Boids stuff, I also improved the way the animals move in general. They now have a mass and have to accelerate and decelerate, and can't just suddenly turn 180 degrees at full speed. This, I believe, gives the stream its naturalistic, flowing feel, where you could easily imagine getting trampled under their feet.

What about attacking those elk as they flee? We’re working on new mechanics for that as well. Stay tuned for more!
23 comentários Leia mais

Sobre este jogo

LIVE THE LIFE OF A WILD WOLF!

WHAT IS IT?

A wildlife simulation game about wolf ecology.

EMBARK ON A QUEST FOR SURVIVAL!

When the game begins, you are a two-year-old gray wolf born in the Northern Range of Yellowstone National Park. You learned the ways of the wolf in your birth pack. Now it's time for you to learn how to live on your own.Your quest begins on the slopes of Amethyst Mountain and eventually takes you across the Lamar Valley to Slough Creek. There, you and your mate will establish a territory and raise a litter of pups: training them, feeding them, defending them against predators, and finally taking them on a cross-country journey to a summer home. Ultimately, your success will depend on your ability to ensure the survival of your pack.

PLAY ALONE OR WITH FRIENDS!!

In single-player games, learn how to hunt elk, communicate with other wolves, find a mate, establish a den and territory, raise pups, and embark on a perilous journey to a summering site.

In multiplayer games, explore the wilderness and hunt elk together, and now raise pups together! This new version features the entire Slough Creek mission arc, from choosing a den to raising pups and traveling to the rendezvous site. There are two types of multiplayer games:
  • Private games: Invite-only, featuring voice, text, and phrase chat.
  • Public games: Anyone can join, phrase chat or (for players age 13 and up) text chat.

WHAT'S NEW?

This new version improves and expands upon the original game, a grant-funded project that has been downloaded by over five million players around the world since its original release in 2008. Now, for this version 2.7, we've refined gameplay and graphics, added a new player account system with achievements, friends lists, and more, and completely rewrote the animal AI system. We've also added more wolf howls, over two dozen wolf customizations, and emotes -- accurate wolf behaviors to communicate with your packmates. And we created a mysterious new map to explore in single and multiplayer games. As always, there's also an active online community where you can discuss the game with other players and share artwork and stories about wolves. Visit www.wolfquest.org to join in.

MORE NEW STUFF! We've added cougars, moose, foxes, ravens, and a plethora of bird and insect life to the game, along with much richer and varied vegetation.

NEW EPISODE IN DEVELOPMENT!

We're making the long-awaited new episode, in which your pups continue to grow and eventually learn how to hunt! New map, new missions, and new multiplayer modes. Read about it here.

Is this new version worth buying? Find out what players say.

Requisitos de sistema

Windows
Mac OS X
    Mínimos:
    • SO: Windows Vista
    • Processador: Dual Core Pentium i3
    • Memória: 4 GB de RAM
    • Placa de vídeo: Intel 4000, NVIDIA 6800 Ultra, or ATI HD 3670
    • DirectX: Versão 9.0
    • Rede: Conexão de internet banda larga
    • Armazenamento: 2 GB de espaço disponível
    Recomendados:
    • SO: Windows 7
    • Processador: Dual Core Pentium i3
    • Memória: 4 GB de RAM
    • Placa de vídeo: NVIDIA GeForce 640 series or AMD Radeon HD 6670
    • DirectX: Versão 9.0
    • Rede: Conexão de internet banda larga
    • Armazenamento: 4 GB de espaço disponível
    Mínimos:
    • SO: 10.8
    • Processador: i5
    • Memória: 4 GB de RAM
    • Placa de vídeo: Intel 4000
    • Rede: Conexão de internet banda larga
    • Armazenamento: 2 GB de espaço disponível
    Recomendados:
    • SO: 10.8
    • Processador: i5
    • Memória: 4 GB de RAM
    • Placa de vídeo: NVIDIA GeForce 640 series or AMD Radeon HD 6670
    • Rede: Conexão de internet banda larga
    • Armazenamento: 2 GB de espaço disponível

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