It's on Steam Greenlight!
The newest alpha build 0.5.7 is ready for download! Log in to your Play-Em account at http://www.play-em.com/login and download the latest version!
The following changes were made:
• Added new automated Joystick support. If there are controller plugged in, the game will attempt to set up all controllers with default input configurations.
• Altered input to a new input scheme, removed Punch Left/Punch Right, Kick Left/Kick Right, Autolock, Journal and added Quick Type, Item / Weapon, Quick Left, Quick Right, Zoom In, and Zoom Out.
• Fixed some minor input related bugs. Changed the Controls screen to feature new input.
• Changed Special Moves Input for playable characters, with a new "Casual Play" mode with simpler input. Input for specials include changing in to the Werewolf and back with holding down Block and pressing Down + Punch, all other specials use either Up + Punch, Down + Punch, Up + Kick, or Down + Kick.
• Fixed a bug with grabbing to help up an ally, now prioritizes reviving fallen allies over enemies.
• Updated the art for the Status Bars, now includes the current Quick Item and Quick Weapon as well as ammo and quantity.
• Added a "How To Play" screen under "Options", also replaces "Continue" if you don't have any savegames. It is basically a brief version of the manual.
• Changed input for menus that required the PUNCH button (Button B) to be replaced with the JUMP button (Button A), so it matches the XBOX / PS controllers default accept/confirm.
• All joysticks can now navigate the menu and Button B on a controller will go back in the General Menu.
• Added "Play Style" to the "Gameplay" section under "Options" can now choose between the default "Casual" style of play or the old "Hardcore" style of play.
• Made a new progress bar for loading, and slider for save games. Also adjusted the way you can change values in the General Menu so it is faster.
• Bugfixes for camera zooming with other players, some occlusion culling fixes for terrain disappearing.
• Completely rehauled the user manual and added more images.
After all the feedback I got on Lone Wolf from the DogeParty at Meltdown, I decided that making it overall simpler to get in and start playing was the biggest priority. I had set up the controller input a head of time for the demo, and realized that if players have controllers, this is what they'll be playing with more than the keyboard or mouse. So I knuckled down and spent this whole time getting the game to autodiscover the most recognized controllers and autoconfigure them for the game. So if you have an XBox Controller, you will most likely have the best luck with that as all platforms tend to play nice with XBox controllers over the others. It should also work with PS3 controllers (as I got mine to work with the Motionjoy drivers) but may need more tweaking. If it doesn't recognize your controller automagically, then you can always manually put in the input configuration in the Controls Menu under Options from the main game menu.
The next issue I tended to see was another barrier to getting people into the game and really experiencing everything the game has to offer especially in regards to the Special Moves. I'm from more of an arcade background, so I love a few complex controls here and there to give more tension to the play to try to pull off some moves, however I saw quickly that this style of play was not for everyone, so I decided to borrow from Dragon's Crown and make the Specials related to a directional + button. So now all specials are executed with Up or Down + the Punch or Kick buttons. I have created "Play Styles" with a "Casual Play" mode for easier specials input and for those who like to have more of an arcade feel to the controls with a "Hardcore Play" mode. I also created some new input buttons based on the Quick Menu feedback, now you can use the directional pad on a controller to switch weapons and items even quicker without having to bring up the Quick Menu GUI. Hitting Quick Type lets you change the type of the item/weapon in your Quick Menu, while Item / Weapon let's you switch between items and weapons in the Quick Menu. Quick Left and Quick Right allow you to select the previous or next item in the inventory for the current type of item you have selected. So using these inputs you can forgo the holding down Switch (Tab or Left Bumper by default) and just push these buttons to change your item selection. This should make it easier to change weapons or items you want to equip or use in combat on the fly, but the old method is still retained to make it fit for controllers that don't have the extra directional pad (arcade stick as an example).
I've also taken a few days time to go and rehaul the instructional manual completely, adding images and rearranging it so that all the good stuff like controls, GUI info, and character info comes first.
I redid the graphics for the Status Bars and now you can see the current Quick Item and Quick Weapon and it's Ammo without having to open up the Quick Menu every time! So this in conjunction with the new Quick Buttons (Quick Type, Quick Left, Quick Right, Item / Weapon) I think it makes the gameplay flow a lot better. Now you can easily see what items you have equipped and ready to use during play. I also added a How To Play section to the Options menu screen and also have it replace Continue if it is your first time playing or do not have any savegames. This should make it easier for first time players to check out how the controls are set up. I also did some adjusting to how menus are handled in the game and moved the PUNCH button to confirm to the JUMP button so this corresponds more with the console style of confirming/canceling menu items. Button B is now used on the controller to go back in the menu as well. I changed the loading bar to the blood splat and a numerical percentage so it is easier to see how much left is needed to be loaded. Also changed the slider for savegames to fit more with the menu style of the General Menu. All the connected joysticks/controllers can now control the General Menu as well, so other players can pause the game and use the menu for changing items too.
I had to sidestep the animation rehaul in favor of usability since that seemed to be the main issue stemming from all the feedback I had gotten. I also found a lot of minor bugs and some occlusion culling bugs during the GUI revamp. I think I have most if not all taken care of now, so I can pretty much focus on making everything else look pretty now. So next up is going to be animations and effects, and then a lot of game balancing after that. If you haven't already, you can pre-order or donate today at http://www.lonewolfgame.com or at http://www.play-em.com, and play the latest iteration with all the improvements! Hope you are enjoying the progress, more updates soon!
If you want to support the game please purchase or donate at:
http://www.lonewolf.ws/store.php
http://www.lonewolfgame.com
http://www.play-em.com
Also check out the game on these sites:
New Grounds
http://www.facebook.com/LoneWolfGame
Google+ LoneWolfGame
http://www.twitter.com/lonewolfgame
http://www.lonewolf.ws/rss
Youtube LoneWolfGame
Steam Greenlight
Tumblr
Last edited by lonewolf2877 (2015-02-05 00:13:57)
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Don't suppose you might have any updates for us? I've been haunting Xbox Live marketplace ever since I heard you were working on this.
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Actually we are knee deep in doing more animations and coding more AI routines as well as putting together the environment. Hoping to have enough done to warrant a new video in the next few weeks. As for it being on XBOX Live service we have no plans to offer it there yet, we are focusing our initial efforts on the PC/Mac platform, if it does well enough, then we will move it onto the consoles.
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Check out the new video with music, sound, more gameplay, new environments, new characters and more:
http://www.lonewolf.ws/news.php
http://www.facebook.com/LoneWolfGame
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I have a few questions to ask. Will the main character fight only humans or will he also fight monsters/creatures? Will there be button smashing? Will there be kickass combos and specials? And finally, are there epic boss fights?
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king2wolves wrote:
I have a few questions to ask. Will the main character fight only humans or will he also fight monsters/creatures? Will there be button smashing? Will there be kickass combos and specials? And finally, are there epic boss fights?
The main character will eventually fight monsters/creatures but you won't see it in the first episode, it'll be all humans for the first episode. As we produce more content there will be more to interact with.
There will be plenty of button smashing, combos, and specials for the release
As for epic boss fights, I assume you mean giant bosses in which you do battle with, if that is the case the first episode will not have any epic boss fights, but they are planned in future episodes. There will be boss fights though, and they will be epic fun
Keep checking the website for more updates, if you want access to the early alphas and betas go ahead and pre-order, we are looking to start releasing them to the pre-order customers in a couple of months along with a playable demo. Nothing is set in stone though, a lot of animation is still being worked on, gameplay and level tweaking, we want to get it polished a bit more before we start putting it in people's hands.
Thanks for the questions, I check here now and again for feedback, you can also drop us information on the facebook page or directly via email on the site. We are always happy to answer any questions or comments you have regarding the game!
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Very cool artwork on those!
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The Busboy wrote:
Very cool artwork on those!
Thanks! All the characters and GUI elements are hand drawn by yours truly, as well as some of the environment textures and models. There is a lot more being made, it is a lot of hard work and countless hours have been put into the animations. Should have throws in by next week or late this weekend if all goes well.
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lonewolf2877 wrote:
The Busboy wrote:
Very cool artwork on those!
Thanks! All the characters and GUI elements are hand drawn by yours truly, as well as some of the environment textures and models. There is a lot more being made, it is a lot of hard work and countless hours have been put into the animations. Should have throws in by next week or late this weekend if all goes well.
Very impressive!
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I'm very grateful. Thank you for answering my questions. I hope your game gets on the fast track to fruition. Ever thought showing what you got to gaming companies and publishers?
Last edited by king2wolves (2011-09-10 18:40:57)
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Thanks for the feedback!
king2wolves wrote:
I'm very grateful. Thank you for answering my questions. I hope your game gets on the fast track to fruition. Ever thought showing what you got to gaming companies and publishers?
Actually I am looking at doing everything indie, I have worked in the game industry for a while now, and went indie a while back. I might release on Steam and other downloadable services if anything, but I am planning on retaining all the IP and merchandising for myself. When you go through a third party publisher you usually give up those rights and that is where your future as an indie is if it is successful. Basically independent game developers are in a golden age right now, despite a terrible world economy, we have lots of tools for free or for low cost, lots of distribution methods and can distribute ourselves just as easily.
Purchases made directly on the game's website will get a lot more benefits than going through a third party because I can completely control the content, the merchandising, advertising etc and offer more direct support. I'm looking forward to eventually getting some of my customers some T-shirts and figurines of the characters and such, still need to get the game up and out though for people to get their hands on!
Thanks again for your questions, always happy to answer them!
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Check out the new video with grabbing and throwing, some new moves and better AI handling:
http://www.lonewolf.ws/news.php
http://www.lonewolfgame.com
http://www.facebook.com/LoneWolfGame
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Very cool!
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Right in time for the Full Moon! For those of you who Pre-Ordered Lone Wolf: Episode 1, the game is up and ready to download at Play-Em! You will be emailed with your account information so you can sign in to your account to receive the first iteration of the game!
A few things to keep in mind about this release:
It is going to have bugs, glitches, etc, this is an alpha release after all!
Since it is made for high resolution scaling down, you will probably not be able to run it on a laptop. It needs about an 8600GT NVIDIA equivalent for a video card.
There are no weapons in this release, still working on a lot of bug fixes and animations for them.
No multiplayer, or customized AI. I'll be working on these for the next release.
Pre-order if you haven't so you can try it out! Thanks again for the support! :
http://www.lonewolf.ws/news.php
http://www.lonewolfgame.com
http://www.facebook.com/LoneWolfGame
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New alpha build for those of you who Pre-Ordered Lone Wolf: Episode 1 to download at Play-Em!
New alpha build release containing more bug fixes and better AI!
The newest alpha build is ready for download! Log in to your Play-Em account and download the latest version!
The following changes were made:
Implemented new pathfinding system and several new artificial intelligence routines. Non playing characters should traverse environment a bit better, still some bugs present though.
Made it easier to walk over sidewalks.
Offense and defense skills now increment properly and a bit more balanced.
Made the main player start with "0" Ki at new game start.
Fixed numerous menu bugs and fixed save game loading for AI driven characters.
5 seconds after the player character dies the Load Game or Title Screen menu will appear to load a saved or new game.
Many other minor environment collision fixes for the environment and terrain.
There are still some more fixes to be had, I originally wanted to include multiplayer in this build, but I realized that the GUI is rather slow in game with menus and that needs to be alleviated first with a new bitmap font method I am working on to speed things up. Hopefully local multiplayer will make it into the next build coming up after this next issue is fixed, in the interim enjoy the game!
If you want to support the game please purchase or donate at:
http://www.lonewolf.ws/news.php
http://www.lonewolfgame.com
http://www.facebook.com/LoneWolfGame
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Added local multiplayer!
The following changes were made:
New GUI system integrated to handle bitmap fonts, text is clearer now.
Implemented local multiplayer (currently only 2 players). Press Player 2's PAUSE button when starting a new game and the new player will drop in!
Fixed save game menu bugs from loading a save game when you first start a game.
Fixed Quick Menu positioning.
Eliminated slowdown when opening up the Inventory/Stats screens for the players.
Save games now account for multiple players.
Changed input keys to 40, might have to delete the config.ini file or remove input lines in the file to have it reset the input handling before you play this build..
Next up will be more and more bug fixes and hopefully in game dialogue speech bubbles! I'll be making more fixes to the multiplayer support, including networked multiplayer and possibly 4 player support.
If you want to support the game please purchase or donate at:
http://www.lonewolf.ws/news.php
http://www.lonewolfgame.com
http://www.facebook.com/LoneWolfGame
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Amazing artwork!
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Awesome work!
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Thanks so much for the compliments on my work! I'm working really hard to get all the feature/game related code out of the way so I can work on some more artwork, I'm looking forward to putting more content in, needless to say it is getting better every day!
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Awesome, great to hear that!
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Played the latest version with a friend to make this co-op gameplay video to show the local multiplayer. New build should be up this weekend with speech bubbles implemented, an in game tutorial, and some more bug fixes. Get it and have fun! Thanks again for the continued support!
If you want to support the game please purchase or donate at:
http://www.lonewolf.ws/news.php
http://www.lonewolfgame.com
http://www.play-em.com
http://www.facebook.com/LoneWolfGame
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The newest alpha build 0.1.3 is ready for download! Log in to your Play-Em account and download the latest version!
The following changes were made:
Preliminary in game tutorial using Speech Bubbles, should even start with a save, will be tweaked in the future.
More tweaks to the GUI making it a bit faster.
Multiplayer camera tweaked to accommodate camera zoom properly. Remember you can use the Number Pad's - and + keys to zoom in and out or adjust it in the Options/Gameplay menu.
Fixed camera loading positioning from a save, should now be in the correct position when loading from a save game.
Added a speech bubble for when the player character tries to grab a character that has a higher grabbed threshold that it cannot be grabbed.
Fixes to grabbing other characters, should not try to grab someone who is already dead and only pick live characters in their grab distance.
I'll be adding more support to the dialogue so that each character can have their own conversation nodes and dialogue trees as well as some witty one liners they say as they are battling it out.
If you want to support the game please purchase or donate at:
http://www.lonewolf.ws/news.php
http://www.lonewolfgame.com
http://www.play-em.com
http://www.facebook.com/LoneWolfGame
Last edited by lonewolf2877 (2012-04-06 06:30:02)
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Again, very cool new picture. I really like your attention to detail in your artwork, amazing pics.
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The Busboy wrote:
Again, very cool new picture. I really like your attention to detail in your artwork, amazing pics.
Thanks so much for your compliments! I hope you saw the video too on the website, it shows a bit more detail on how to play and how the speech bubbles are implemented.
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The newest alpha build 0.1.4 is ready for download! Log in to your Play-Em account and download the latest version!
The following changes were made:
Try a new game for this one, loading a save might miss some of the improvements!
New mini side quest near the north end of the game map that uses dialogue branching. You can choose the branch in the dialogue choices by pressing up or down and then hitting "punch" to select the branch. The player will be "frozen" during the time they need to make a dialogue choice and won't be able to move, or get hurt for that matter, until the dialogue branch is selected. In multiplayer, the other player is not restricted however. This quest has more options than there appear to be, sometimes dialogue isn't the only way to make a quest branch out
Lots and lots of bug fixes!
Player camera tweaked for when you get picked up and thrown, still might need further tweaking to adjust to player.
Fixed loading positioning bug associated to the camera fixes.
Added a speech bubble for when the player character's health is below 33%.
Fixes to block hit animations and updating character skills, should now be more accurate according to how the character is fighting.
Fixed a lot of AI bugs, over all it is better for multiplayer, little smarter in trying to get to the player or running away.
May be some minor grabbing bugs still, but one is fixed where when the player is hit, he wouldn't properly release the grabbed character.
In multiplayer you cannot hit each other, also when one player dies the other can continue.
After fixing up a lot of the major bugs, I'll have a few more minor ones to fix up and then I'll be reworking the GUI for a better multiplayer set up. Pre-order or donate here at http://www.lonewolfgame.com or at http://www.play-em.com, get it and have some fun!
If you want to support the game please purchase or donate at:
http://www.lonewolf.ws/news.php
http://www.lonewolfgame.com
http://www.play-em.com
http://www.facebook.com/LoneWolfGame
Last edited by lonewolf2877 (2012-04-06 06:05:13)
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