With the last round of game updates (injuries and elk stumble) released, I've switched my attention back to the upcoming expanded Lost River map. For those new to WolfQuest, Lost River is a fictional location somewhere outside of Yellowstone where some mysterious events have forced all humans to evacuate the area. The Classic version of Lost River first appeared in WolfQuest 2.7 in 2015, and this new, greatly expanded version of Lost River will be available as DLC (price TBD) once completed. I've been working on it, off and off, for over a year in a separate project, and finally this week I cleaned it up and imported it into the main WolfQuest project so I can finally have the actual game running on the new map. Today's video offers a little sneek peak. The map is very much a work-in-progress, with many many things left to do -- but it's still great to see the game in action here. One of those many things that needs doing, also shown in today's devblog, is refining the forest patterns on the map using some algorithms and Perlin noise patterns.
There's plenty of work still to do before this expanded Lost River map is ready to release. While I'm working on it, the rest of the team is focused on the WolfQuest Saga and related improvements. Stay tuned for updates about all these things coming (sooner or later) to WolfQuest! ________________________________________
The WolfQuest saga will continue! Stay tuned for more news in upcoming devblogs. More maps and wolf customizations are also coming in 2022!
Once the game is completed on PC/Mac, we will turn our attention to other platforms.
We do not announce specific release dates. We will release them when they are ready.
Story mode brings team and financial management to a season of 16 events. See and manage your team stats. Check on emails and make critical decisions. Decide to play a joker to double your points haul. Convert your gold/silver/bronze marbles into cash. Train your team members in interactive training events. Or spend some money and send your guys away for some R&R. Earn extra cash taking part in JMR trivia questions. Track your team's progress on stats graphs. Feel the excitement with custom Greg Woods commentary, crowd reactions ands team chants.
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Lot's to cover today. Really busy XD. First of all. The official video drop of the 5th installment of the interview Series.
Comrade Del: Husbando Female Route: Full Romance Male Route: Bromance only (Still an H Scene. Curious?) His domain is in cold and isolated forest; nuclear war has left it's scar in his world. Survival is the word of the day in his domain. In this cold, sometimes cruel place, the beacon of love and romance shines even brighter. Will you warm his world up?
He also does tarot readings! These mini games might help you with hints in the game if you feel stuck!
Let's begin.
Closed Beta Meeting Location:B1NARY Public Discord Time: Friday, June 10th at 4PM PST Requirements:
A Linux, Mac OS, or Windows Computer (Integrated GPU is good for testing as well.)
Signed NDA in my hands.
Drive to break shit!
Drive to send input / feedback.
Access to Steam and beta keys.
We will be using the built in steam depots and the steam beta keys for the closed beta.
The basic format will be testing focus, fix, testing focus, fix, testing focus, fix, and final polish.
The demo will not be approved for release until it's ready. My goal? No hotfixes! We want to drop a perfectly working demo.
Unity: UI Should be complete by end of June. We will be working on the H Scene Mechanics end of month and it should not take that long. Plans are already in place.
After that translations will be put in game and tested during the end of closed beta. One build will have all the translations and a switch in the options menu.
Camera zoom, bokeh, and other little touches we will be adding to the demo to really add immersion. This will happen after we lock down the H Scene templates and test everything. Steam API will start integration start of July.
This will include steam achievements.
Live 2D: Our main rigger is back from vacation! And she has one goal, to finish the two H Scenes for the Demo! In Fact, return meeting is today as we plan ahead to lock down a steady schedule to get them both finished. While she is finishing those up, I will be tweaking Live 2D Physics in Unity, and adding a little touch that will drastically add to the immersion of the models. I will keep this close to my chest until I know we can add it without issue. H Scene Animation / Polish should take until End of June. Audio: With the exception of some Scripted responses for the H Scenes, moans, and a few touches here and there, Audio and script is complete. It took me longer than I wanted lmao. I learned alot, and plan to refine the VA process to have a more streamlined, efficient process moving forward.
Character Art:
Puri, one of our main character artists, is finishing up the changes we needed for the H Professor Melody. We wanted to add some cool ass touches to her, considering this is the future Melody!
It is far from finalized. We are still designing some cool futuristic glasses and a futuristic band aid.
Little Chaos, our other main character artist, has finals going on in Uni. However, AI Candii's look is going to be awesome. I think we should have some good eye candy (pun intended) for next month's update! The second outfit will be a little divergent, but based on Input between AI Candii and myself on how we want to portray her character in game.
Speaking of Ai Candii, did you know she is making her own web novel? Console Her (Twitter) is an interesting comic focused around personal relationships and the struggles of the modern dating scene. I think its worth a read.
We have added another coder to our ranks! His name is AnOddDoorKnight He is well practiced in C#, and learning Unity at a blistering pace. We are ecstatic to welcome him to the team! Already he has been hard at work with more front end work, and is a good dev to straddle the fence between front and back end development. With so many mini games to code, not to mention an extra set of hands to rig models, he will help lighten the load on Xplicit and I.
Thank you Knight! We will be working long hours in the future. I promise.
Story:
In a nutshell, I plan to start working hard while we are starting to prep for closed beta. With the cameo's interviews complete, I have everything I need to start weaving in all the peices for the story beyond the next section code named "Denizen." The critical balance of light and funny, with deeper layers of world building and intrigue is going to be a balancing act. We have so many moving parts, and being focused on one thing too long can cause fatigue. My Senior Editor and now Co-Writer (He will be writing some sections exclusively in game as well. I get to be EDITOR HAHHAHAHAHAHAHH) Shalen will be there to ensure we keep a steady and entertaining pace without overburdening the player with stinky exposition. XP
I am beyond hyped to get back into it with a fully developed Unity Engine. No more work arounds. Just writing, producing, setting the stage and moving forward. We already have 160 pages of content ready to input into the game. Branching work has already started.
I think that is enough for now. There is still alot but I don't want to overburden you guys. The important focus is here.
As you can see, we have such a passionate and artistic team of cast, artists, writers that love what they do. Our fans take personal part as well.
Thank you all. We are are so thankful to have you guys in our corner. We push forward!
New Features & Changes - Completely reworked the shusher exorcism phase --> The exorcism phase is now much longer, and has entirely changed... Explore around during the exorcism, and maybe you'll find interesting things. --> The behaviour of the shusher has not changed when the exorcism fails (red candle) - Changed all ambience sounds --> The ambience sounds now slowly get more intense with time - Changed the game end screen to have more details on the mission --> More statistics are going to be added later --> Don't hesitate to suggest statistics you'd like to see on this screen! - Added a button on the escape menu to reset all objects to their original position (to use in case of a game-breaking bug)
Adjustments - Changed the order of ghost types in the exorcism diary to be the same as the one in the "customize difficulty" window
Bug Fixes - Fixed a bug where the contract pin would appear red instead of yellow ingame - Fixed a bug related to the shusher's detection of players in the dark - Fixed a bug where objects spawned behind the attic mirror in Rock's End Farmhouse - Fixed a bug where the "unlock all" button wouldn't get disabled after unlocking something - Fixed a bug where the grass in Gamara Villa would not have the correct footsteps sounds - Fixed a bug with pathfinding related to the "one soul in two ghosts" special condition
Note: One major bug could not be reproduced: the exorcism table appeared without its totems and was unusable. If someone encounters this bug again, please use the ingame feedback tool to report it (Escape -> Submit Feedback).
A "stable" branch has been added on Steam, that contains the previous version of the beta (currently B-1.3.0). Use this branch if you encounter game-breaking bugs in the game (but don't forget to report them!) To switch to this branch: 1) Go to your library on Steam 2) Right-click the game, click on "Properties" 3) Go to "Betas" 4) Select the "stable" branch
Work continues on the new, secret content update; and next week, we'll be doing our second player campaign showcase! But in the meantime, here are some more fixes and improvements:
-- the game now applies wear and breakage to equipped items that directly grant non-attack skills. This means the game now supports limited-use items that grant non-attack skills (e.g. a kit that lets a character place traps a limited number of times, a horn that lets them summon a generic swordsman to their aid five times before breaking, etc.)
-- fixed: it was possible to undo after using a skill if the skill user missed their target.
-- fixed: the level-up screen displayed skills granted to a character by their equipment.
-- fixed: if a character knows a skill and equips an item which grants that skill, the character screen will no longer display two instances of that skill.
-- fixed: if a character already knows a skill naturally, learning it upon level-up will no longer give them a duplicate of that skill.
-- fixed a fatal error that could occur when the game attempted to adjust stats based on personality traits during the procedural character generation process.
-- fixed: the AI would dramatically undervalue moves in which healers healed themselves.
-- added a new parameter to the AddToList script action allowing entries to be added at specific list positions.
Hey everyone! Our demo for the Steam Next Fest is now live, and will be live through June 27th! We hope you're just as excited as we are to experience what we've been working on.
You can download the demo here on Steam and don't forget to join our Discord, follow us on Twitter. If you'd like to send us feedback, you can also go here to fill out our survey!