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#game development – @wolvden on Tumblr
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Wolvden

@wolvden / wolvden.tumblr.com

www.wolvden.com
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We’d like to hear from you!

We’ve opened up two topics on our forums regarding certain parts of Wolvden’s development and we’d love to hear your opinions and ideas.

Clans

Clans are a long-awaited feature that we’re getting ready to start working on.  They will allow you to gather your friends and be social about your interests while playing Wolvden and supporting one another.

Wolf Care - Feeding and Playing

We’ve heard your feedback about feeding and playing with your wolves to care for them and would like to offer a couple of ideas on how we can improve this area of the game.  We have some thoughts, but welcome your ideas on how we can make this more streamlined so you can use your time to play the parts of the game you’re interested in!

To contribute your ideas and opinions, log in to Wolvden now and check out our most recent news post!

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Questing Revamp!

The quests you will receive are now far more varied, simpler, and more rewarding!

We've done away with the single daily quest model and instead opted for a trio of daily quests.  When you visit the snake, you will now collect three quests at once - an Easy, a Medium, and a Hard.  You do not have to complete all of these quests, but you can now complete up to three quests per day.

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There is a new handy tracking tool so you can easily see how far you’ve got on quests, and also get back to the Snake quickly!

We've taken the EXP and SC rewards from the previous single quest, increased them a fair bit, and distributed them across the three quests to align with the difficulty of the quests.

In addition to questing, we’ve focused on some nice quality of life updates:

  • Doubled the number of Dynasty slots that you can acquire, to store more of your favourite pack wolves!
  • Foraging times can now be affected and reduced if you have a high level and high skilled wolf!
  • A Medicine Stock List has been added to your Medicine Mixing page so you can easily see which medicines you’re running low on!
  • More Leaderboards have been added, so if you have a competitive edge, you can see where you measure up!

Birds!

Some new Raccoon Wares decors have been added to each biome for you to collect!

We have also added a new variety of Crafting Recipes to various explore encounters, trophy drops from battles, and foraging tasks!

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Development Update!

We have a lot of updates for you in this update, abbreviated in this post.  Make sure you visit Wolvden for the full details!

New Variant

Wolves have their first ever “Pose” variant - meaning that you can apply a different pose to any of your wolves using an item.

Custom Decor Updater

Along with the new pose being added, you can now edit your custom decors in case you want to add any stages, or update the artwork, or even just fix a typo.

Gifting

We have added a way to gift money, items and wolves to your friends!  This is a minor extension of the trading system in the game, and can be found at the Trading Center.

In Game Year Counter

Ever wondered how many years your pack has lived through?  We have added a “year counter” on the sidebar which tracks how many in-game years you have rolled your account over.

New Decorations and Backgrounds

A whole plethora of new decorations and backgrounds for you to craft!

Moderator Applications

And finally, we are opening our moderator applications!  If you’ve ever considered becoming a moderator on Wolvden, you can now apply - follow the link in the Modbox!

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Teaser Recap

With just over 5 weeks to go until Early Access, we thought it would be a good idea to have a bit of a recap on all the teasers we've released!  We are expecting to be able to give you some news on Early Access sales in the next week or two ;)

We also have been accumulating a lot of new followers over the weeks, we've hit 4000 on Tumblr alone - thank you for your support!  Anyone who has joined in the past few weeks may not have seen the earlier teasers, another great reason for a recap post!

This will be pretty brief, and there is a lot more information in our past teasers which you can find if you look back at our previous posts!

We will also be reblogging some older teasers that don't necessarily make it into this recap over the coming week, so keep an eye out for those too!

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Registration Customiser Demo!

The demo is here for customising your starting wolf - these are all the available options that you’ll be allowed to choose from to create your very first Lead Wolf on Wolvden!

Play around with the options - we’re excited to see what you guys create!

Edit: In our excitement to release this to you we forgot one important detail - these options will be available for the first week of signing up, after which they will be trimmed down a bit.  Sorry!

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Hi all!

The poll from last week showed that most of you want to keep the traditional years/months option. However, a good number of you wanted the newer option too. So we will implement both options! Thanks for your feedback guys.

For now, enjoy a little look into one of the Raccoon Wares stores!

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Development Update

Hi everyone! We thought it would be a good time to let you all know where we currently are with development, our draft timelines going forward and our exciting plans for the future.

We’ve been working on Wolvden for a long time now, and everything is drawing close to being ready for testing and its completion. There have been many delays and struggles along the way to getting where we are today - from various illnesses, life problems and childcare issues that have hit practically every member of our development team - so it’s been incredible we’re still seeing the level of progress that we have.

Artwork saw a delay with the redraw of the puppy art. While we believe this is for the best and we absolutely love the new puppy art, this has put a small setback for the rest of the art, which is spread between Xylax and three other artists. Everyone is working really hard to get everything completed.

What’s left for completion art-wise: * Various explore encounters * Various item artwork * Various page art pieces * Various graphics for UIs * Some markings and bases for certain wolf stages

What’s left for completion coding-wise: * The battle system, as a completely new system with lots of background work. * Various ‘later stage’ features, such as trading and custom decor setups. * Some other not-yet-revealed features that are brand new and require lots of testing. * Many end stage tweaks and fixes.

After some meetings and discussions, we have decided that our new aim is going to be a launch of the Testing Phase for the end of December, 2019. No dates confirmed yet, and this may be pushed back (or forward, if required), but this is a tentative date and as we get closer we will firm up the date.

We anticipate testing to last for one full month to be as thorough as possible, and afterwards will require a couple of weeks to wipe everything and make final changes before our full launch.

Therefore, we expect our full, open to the public launch to take place in early 2020.

So you don’t miss anything when we do announce dates, we are launching a Mailing List today that you can sign up to to receive an email when we have crucial information. We will still put all of this on our Social Media - Tumblr, Twitter, Facebook and Instagram - but incase you’re worried you might miss it, this is one way to guarantee you won’t.

To sign up to our mailing list, please visit https://www.wolvden.com!

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Hidden genes!

We can confirm there will be some hidden genetics in Wolvden that will determine lethals and certain non-lethal mutations! All of these will be recessive - which means it requires two copies of the gene, and any wolf can be a carrier (having just one copy) without displaying any hint of this. Please note, not ALL mutations will be genetic like this and some will still be random low chance, as on Lioden currently.

To keep more balance in the game we aren't able to mimic real life too closely, and the breeding percentages are as follows: Non Carrier x Non Carrier = 100% Non Carrier Non Carrier x Carrier = 10% Carrier Non Carrier x Mutation = 15% Carrier Carrier x Carrier = 10% Carrier, 10% Mutation Carrier x Mutation = 15% Carrier, 15% Mutation Mutation x Mutation = 10% Carrier, 20% Mutation

These percentages are somewhat of a blueprint for the moment, and subject to be adjusted depending on how the testing periods go.

As a tl;dr, what this would mean for a player:

I pair Simba x Nala and out of (seemingly) nowhere, I got a lethal mutation! I know that the game has mechanics that include hidden recessives. Thus, I know Simba and Nala are both carriers, so if I repeat the pairing, I can most likely get more of the same lethal mutation puppies born.

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Hunting - Part 2

You hunt in the biome that your pack lives in.  Each biome has its own hunting "vista" which displays 4 sub-zones, each having their own chances of prey to hunt.

Starting a hunt allows you to pick wolves for each of the five roles.  You need a hunting party to do this, you cannot pick wolves randomly from your pack.

Once you've chosen your wolves, you start the hunt!  Your Stalker tracks down some scents and you get to choose which scent to follow.  The types of scent trails your Stalker will be able to find depends on the Stalker's Role Proficiency, stats, Party Synergy and difficulty of the biome.  They will always be able to track down at least a Critter trail, though!

There are four types of scents: Critter, Small, Medium, Large.  Each displays a different scent trail shape and colour to be easily distinguishable, as well as actual text to denote which scent trail is which.  These scent trails have increased difficulty, the larger the prey is, the more difficult it is for your Chasers and Finisher to complete the hunt.

However, even if your hunters return empty handed, there's a chance they'll come back with something small for your pack to nibble on!

Final Hunting teaser coming next week ;)

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Hunting - Part 1

When considering wolves, we really wanted to utilise pack relationships and how well wolves work together.  We also wanted to make sure that stats play an important role in hunting.

When starting out hunting, you first create a Hunting Party - this consists of up to five wolves.  In the party overview you'll notice Party Synergy and three hunting roles; Stalking, Chasing and Finishing.  For a full hunt, you need 1 Stalker, 3 Chasers and 1 Finisher.  These roles can be performed by the same wolf - if you only have a single wolf to begin with, they can fill all five roles on a hunt.

Party Synergy is an indication of how well your wolves are getting along and for how long they have been hunting together.  This has a slow decay, so if you don't use this party to hunt for a few days you'll notice the Synergy starting to drop.  Party Synergy can have a positive impact on how well your wolves do on a hunt.

Stalking requires a wolf who is adept with Smarts and Wisdom in order to track down the scents of various types of prey.

Chasing requires Speed and Agility to chase after the prey and wear it down.

Finishing requires Strength - having conserved energy throughout the hunt, letting the Chasers do their job, the Finisher makes a final effort to take down the tired prey, bringing back your dinner for the day.

When wolves finish a hunt, they gain experience, the chance of a stat point, and Role Proficiency.  The only gain this for the first role that they're set - so if one wolf fills all five roles, they will only gain the experience and role proficiency for Stalking.

The combination of good, appropriate stats, Party Synergy and Role Proficiency makes your wolves a very powerful team.

Hunting Parties are fully editable, you can add and remove wolves at will, along with renaming the party or completely disbanding.  Be warned though - moving wolves in and out will vastly affect Party Synergy, as to lose a pack member in the hunt will disrupt the relationship between the group.

Part 2 is coming next week!

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