Wednesday, May 8, 2013

"Wanderlust: Adventures" Developer's Log - 10

Please keep in mind that all of the images in Developer's Logs are for "Wanderlust: Adventures", a new title being worked on by Yeti Trunk, and are a Work In Progress; most of them are mockups or early prototypes.

Lauren continues to work on the new boxart/promotional piece for Wanderlust: Adventures. She expects to have it done fairly soon. Here is an update:

(click to enlarge)

Matt has completed a redesign (and implementation) of a Hotkey Panel in the Skills Menu (for all classes except the Sorcerer). Players will be able to assign their hotkeys by simply selecting an active skill, then pressing the key that it should be bound to.

(click to enlarge)


That's all for now! Again, if you are interested in getting your feet wet in the Wanderlust universe, then Wanderlust: Rebirth is available for purchase on Steam, Desura, GamersGate, and on our official website.

Until next log!

 ~ Yeti Trunk

Sunday, April 21, 2013

"Wanderlust: Adventures" Developer's Log - 9

Please keep in mind that all of the images in Developer's Logs are for "Wanderlust: Adventures", a new title being worked on by Yeti Trunk, and are a Work In Progress; most of them are mockups or early prototypes.

Lauren has begun working on the "boxart" for Wanderlust: Adventures. Here are some thumbnail sketches of ideas she's working on for it:

(click to enlarge)

Lauren Feehery did a fantastic job on the character artwork and boxart in Wanderlust: Rebirth (which can been seen all over the official website), but she also recorded herself drawing and coloring a lot of the characters as she worked. Nearly two years ago, we uploaded a few videos of her working on a some of the enemies and bosses (sped up to watch the progress happen quickly) alongside some great musical accompaniment from the musical wizard Skyler Stone.

These are very special videos and give us a rare opportunity to enjoy an artist deep in her craft...




Matt recently worked on adding visual keyboard cues for players (to assist players in menu and game navigation). There were a number of players who either missed out on some features of the game, or were simply confused about how to do things properly. For instance:

  • Players were often confused about if they were in global chat or not.
  • Players sometimes didn't even know there was a local/game chat option.
  • Players were not aware that you could hold shift and press space if you wanted to skip dialogue.
  • Players did not know that you ought to always navigate menus using movement keys (WASD).
  • Players didn't know what to press in order to talk to NPCs.
  • And a few others...


Now, we've got your back!


(click to enlarge)


And finally, we'd also like to take an opportunity to introduce the newest member of the Wanderlust team, musician and composer Jake Almond. Jake is best known for his work with Bit Ate Bit - the makers of fantastic mobile titles "They Need To Be Fed" and "Mr. Karoshi". We highly recommend you play their games, too.

Jake is finishing up work on the introductory theme to the game as I type this. We're looking forward to sharing some clips of the soundtrack with you all in the future.


That's all for now! If you are interested in getting your feet wet in the Wanderlust universe, then Wanderlust: Rebirth is available for purchase on Steam or on our website.

Ciao!

 ~ Yeti Trunk

Tuesday, April 9, 2013

"Wanderlust: Adventures" Developer's Log - 8

Please keep in mind that all of the images in Developer's Logs are for "Wanderlust: Adventures", a new title being worked on by Yeti Trunk, and are a Work In Progress; most of them are mockups or early prototypes.

Lauren here! I’m the artist responsible for the cover art and all of the illustrated graphics in Wanderlust:Rebirth. We’re dumping the hand drawn stuff this time around for a better overall gameplay experience, but I’m happy to say that I’m sticking around for Adventures!

I'm even happier to say that I get to do pixel art, which is a Link to the Past fan's dream come true. You've already seen the new clouds, my first contribution to Wanderlust: Adventures, and without question the most important part of the game*. In addition to that, we're going to have eight new playable characters to choose from (two new players, male and female, from each class), which I recently finished designing and creating skins for. That means every run cycle, attack animation, block, etc… 558 frames of animation are done and ready to be implemented into the game.

Here are just four of the new characters.

From left to right: Fighter, Alchemist, Cleric, Elementalist

And while I’m still feeling generous, a Soul Charge animation.


* Not really. You actually have the option of disabling them. :(



Matt spent the last week implementing a new feature that should really extend the character customization in Wanderlust: Adventures; The Companion System

All players will start the game with the ability to hire a dog from the companion keeper, Leone. In the companion menu, you will see a series of ???, these are companions you have not yet found and unlocked. Players will have to venture out into the wild and hunt these enemies down for a chance to receive a Companion Contract drop (as pictured below).

Your dog companion is sad because you disabled clouds! Just kidding, he's dead.

Once the player has picked up a companion contract, they can take this to Leone in town and turn them in. The ??? in the companion list will now unlock and reveal the companion and the amount of tokens it will cost to purchase it. Once a companion is unlocked and paid for, you can freely equip/unequip it at will. These companions are profile based, so unlocking them on one character will allow you to use them on all characters you create/use from that point on.

After equipping a companion, players can venture out and level them up. To level up a companion, players must gift crafting materials such as bones, leather, sashes, etc., to award them experience points. Eventually a companion will level up, and he will stay that level for any character that uses him!

Gifting the dog some goodies!

Currently there are around 20 companions in the game, and we are going to add some more. We are aiming to have nearly every enemy that you can fight, be unlockable as a companion. This really allows for a whole new level of character customization and builds. 

Say you want to play solo but do not have a cleric, go hire a Goblin Shaman, you now have a support companion willing to heal you.

Playing an Elementalist and need someone to tank for you? Hire a bandit or Skeleton Warrior to tank some damage. 

Some companions will be best for looks, some will be great for utility (some that poison, catch enemies on fire, etc), some will be great for support. It is up to you and your play style to choose the right companion for the job!

One last side note, we added a tear drop icon that appears above dead player's/companion's heads when they die. This is a 'feature' we are bringing back from the very first Wanderlust that we feel will make it a bit more obvious which allies are downed.

Here are some shots that show the companions in action.





Jason spent his week completing more maps, which brings the total number of maps currently in the over-world to 218! He also churned out 8 new enemy graphics. More maps and enemies to come!



Phew! That is it for this update, keep an eye out for more logs!

~ Yeti Trunk

Saturday, March 30, 2013

"Wanderlust: Adventures" Developer's Log - 7

Please keep in mind that all of the images in Developer's Logs are for "Wanderlust: Adventures", a new title being worked on by Yeti Trunk, and are a Work In Progress; most of them are mockups or early prototypes.

Hello again everyone! Time for a new Developer Log!

Matt has recently been focused on a few things: 1) Enabling randomized dungeons to swap tilesets in all the rooms so that they all look unique, 2) Making more randomized items drop when you kill enemy group leaders (to give you more of that instantaneous loot buzz as you roam the world instead of relying solely on crafting your best items) and 3) Adding a new equippable item to the game: Charms. Charms are yet another item that you can add to your character to customize their abilities, but Charms can give you bonus statistics like Tokens/Kill, Experience/Kill and specific Resistance bonuses not available through other items.

 Here's how a dungeon room looks when swapped with a cavern tileset


Charm slot can be seen at the bottom left

Jason has now completed 86/130 static maps (described in an earlier developer log), along with a total of 100 randomized overworld maps (which are randomly placed - if placed at all - on the world map each time you start a new adventure).

Tiy decided that his ice bear should have flame-farts

Lauren has been hard at work too: she is nearing the completion of the eight new heroes that will be available to be selected in Wanderlust: Adventures. We're looking forward to sharing screenshots with these new heroes present.

~ Yeti Trunk

Thursday, March 21, 2013

Indie-Ana Co-Op and the Dev Stories - Don't Forget the Fans

Matt wrote a guest article over at Co-Optimus.com today and it's all about the fans! Here's an excerpt...

"Beyond all of the complications of video game development, there's one important aspect that is easy to overlook when you're first starting out; the need to ask for help. The moment you admit "Hey, I might need help with this project" is the moment you take your first real step towards turning your dream-game into a reality... game. In this article, I'm not referring to the help you will need in a development team. Granted, you will likely need a team of talented, dedicated, and - let's be honest here - tolerable people to work with in order to finish your first game. Still, even beyond a solid development team lies a legion of important people that will contribute to the success of your end product; these people will play your game to death."

READ MORE: http://www.co-optimus.com/editorial/1205/page/1/indie-ana-co-op-and-the-dev-stories-don-t-forget-the-fans.html

~ Yeti Trunk

Monday, March 11, 2013

"Wanderlust: Adventures" Developer's Log - 6

Please keep in mind that all of the images in Developer's Logs are for "Wanderlust: Adventures", a new title being worked on by Yeti Trunk, and are a Work In Progress; most of them are mockups or early prototypes.

Hey all! We're back again with another juicy update on "Wanderlust: Adventures"!

Jason has been busy knocking out more maps for the game. He currently sits at 61/131 static maps completed. Static maps never change from game to game, and make up roughly 46% of the world map (the surface of this continent region). The remaining 54% of the world map is randomly drawn from a list of prefabricated maps, suitably designed to the area which they are located (i.e. a random desert map is drawn for the desert regions of the world). This type of a world generation technique will guarantee a new overall experience every time you and your friends start a new game.

Showing new chat menus


Matt has focused his recent efforts to re-designing the character creation menu. Now players will be able to name their character, select their class and hero, and then customize the colors (or randomize them) all from a single menu. This same menu will also be available in game when you talk to Gregin, but will not allow you to change classes.

~ Yeti Trunk

Wednesday, March 6, 2013

We are dedicated to our fans!

A friend of ours once told us that "it's hard to create a game... even harder to create a good one." This has become very apparent to us as we developed Wanderlust: Rebirth. We went in thinking we knew it all and that we were going to create the "perfect co-op rpg"; now we know that we should always consider the potential improvements and concerns brought up by our community and supporters. It's changed how we make games.


CUSTOMER SERVICE & TROUBLESHOOTING

Those of you who have emailed us with issues or problems know that we do everything in our power to fix them, and then get the word out to everyone else on how to address them in the future (our FAQs are very comprehensive).



DEDICATION TO IMPROVEMENT

WANDERLUST: REBIRTH - After launching our "Wanderlust: Rebirth" on June 14th, 2011, we spent the next 12 MONTHS improving the game while earning virtually NO REVENUE, with the majority of our changes and updates being based around community feedback. In fact, "Wanderlust: Adventures" is going to feel like a completely different game because we are tailoring it to meet the desires of our supporters (as well as meeting our own desires for a fresh experience).

GUBS - After launching "Gubs" on the App Store this past December, we spent the next month further optimizing the game and adding features that were requested by players, and it's a free game.


We hope that our growing community and fanbase will continue to be supportive and enthusiastic about the games that we produce, because we have no plans on changing our model of how we aggressively target solutions to user feedback while assisting you with personal and professional customer service.

~ Yeti Trunk