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 Wolf Online 2 - Changelog - August 9, 2015

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Kouga
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Number of posts : 674
Age : 28
Ort : Remscheid
Registration date : 2008-08-28

PostSubject: Wolf Online 2 - Changelog - August 9, 2015   18/08/13, 01:52 am

A B O U T
Wolf Online 2 will return to the original goal of the project by cloning WOLF.  
It started on August 16, 2013. Originally, most of the old graphics were supposed to be used.
With Unity3D though, real meshes became our first priority over sprites.

This will become a mix of old WOLF and new ideas.


C H A N G E L O G
August 9, 2015
+ New meshes created by Glade
+ Automatic generation of variations for each species.
+ Start-Up menus
* Non-copyright violating music
* Also, kept myself busy doing experiments with terrains and tiles, animating stuff and so on

June 3, 2015
* Pack creation menu works now
~ Been testing and researching new systems for a while now. Mostly terrain based. A curse.
It's the reason everything slowed down to a crawl. Also, terrains aren't ready yet.

May 10, 2015
+ Gui System: ingame profile and partwise pause menu
+ AI: Pack system
+ Ambient System: Sound, weather, light

April 25, 2015
+ Tile System for Simulation mode
~ Custom maps will hold Story content

April 23, 2015
* Applied Vertex Weights to Wolf mesh
* Rigged Coyote and Fox
~ Waiting for next textures from SunsetCoyote  pirat

April 15, 2015
- Removed First-Person view again (Looked awful.)
~ Trying to figure out a way to keep the editor from freezing when having lots of trees..
~ Others go study to learn animation. I learn by staring at the fox mesh.  Suspect

April 12, 2015
+ Re-introduced multiple camera modi. Will be using Oculus Rift once I get my hands on the device >)
+ Added Pack System from Prototype Project to WO
+ Basic system for character swapping (side effect to the new control script)
* Fixed ingame menu. Gui will now show all the time, while stats only become visible when paused
* Stopped player-character from moving when paused

April 7, 2015
* Working out the Pack AI. Right now, it's up to some self-sustaining ability.
+ Added Main Menu Screen (thanks to 'I am awesome and I know it' aka SunsetCoyote)

February 26, 2015
Found a neat exploit in Unity's navmesh system. Now there'll be dense forests with epic pathfinding.
One line of code to remove editor stuff at runtime. Cheers.

February 24, 2015
Not to worry, the project is still active. Very much even. New meshes have been done
(fully custom ones at that), new textures are still in progress, so is the map.
With Unity 5 comes a lot of new features that'll strongly improve the game (static batching, realtime shadows~).
Well, and so, that's the current status.

Sorry for taking so long :/


January 26, 2015
+ Let's welcome 'RunningGlade' into our team! It's an honor to have you as our new mapper.
+ EasyRoads3D will be used for rivers from now on. Manually carved meshes look too awful for WO.
+ Acquired collectibles for cougar and bobcat. Guess what? Right, legal meshes for the both of them.
+ Better skybox. Great looking skybox with actual landscape.
~ Yeeees, took me a while to update the changelog.

January 14, 2015
+ Encounter System. Not unlike WQ's, but definitely looking like WOLF's.

January 09, 2015
+ A first timer: Bug turned to feature. Mouse controls are only applied if right or left button is pressed.
+ New Water system, supporting rivers.
~ Trying to build a nice looking world. Suggestions?
~ Wondering why people murder each other in the name of The One who forbid it in the first place..

January 07, 2015
- Reverted to billboards. Reason? Choppy FPS with meshed trees. No god damn chance we'll get a dense forest this way.
+ Added a nice system to remove creatures from sight. They were still being rendered even when invisible, causing lags all over the place.
* Next try on AI: Again, Unity's pathfinding mechanism. Reason: Looks better, works better, doesn't involve creatures with the underground.
* Current World Size: 30000x30000. It will take about .. oh well.. let's say 50 Minutes to travel across without a break. You'll miss a lot on the way.
~ Working with Archipelis Designer. Next game will have our very own custom models, no more scavenging from free sites! Yay! (maybe a little)
~ Happy new year and merry christmas and so on.. xD A little late, I know.

December 14, 2014
* Senses. Prey/Predators can smell, hear and see (in that order) each other and the player.
* Replaced 2D cursor with 3D element. Yes, it looks awesome.
+ Cursor changes color depending on distance to player with a nice transition between colors.
+ Wind Direction with Gui element.
~ Practically rewrote the game from scratch in two days.. hell's bells.
~ Acquired a license for "Archipelis Designer".. so in future projects, expect some custom crafted meshes  Wink

December 12, 2014
+ Again experimenting with NavMesh. Seems about 400 creatures could use it without causing the game to die (or them to lag).
(Chasing 400 Spheres has a certain fun factor.. xD)

December 11, 2014
+ Pawprints. Take that, WolfQuest!! Took you two years. WO had it in the first year!
~ Performance tests will follow Smile Of course.

December 10, 2014
* Turned out billboards were about the same trouble as using sprites for creatures. Using real trees now.
* Smell System has been improved; you will get more information about the smells than just them being there.
* Also, smelling is only possible every 5 seconds.
* Pack AI has been improved.
~ God damn, the mouse controls have broken down ._.
~ Leftover Creature textures are in progress now.
~ We're not quite done yet with the AI I'm afraid..
~ Acquired Ultimate Unwrap3d and FragMOTION Licenses

December 1, 2014
+ Working on custom billboard system. Unity's billboards are too much trouble.
~ To reach the end of the world from 0 to 3000 takes about 20 minutes of constant and straight running.

November 24, 2014
+ New hunting sequence: Human
+ Life just became more dangerous: Helicopters and Planes
~ So yes, you CAN kill those pesky hunters. It will raise your bounty extremely though..
On the other hand; They tend to kill your offspring if they find it.

November 23, 2014
+ Added sounds to hunt sequence
* Prey will die in three different ways now; instantly, with defense or in realtime fight.
* Sorted out some sound effects to reduce game size
~ New Screenshot: Click here to see

November 22, 2014
* Pups will now leave or enter the den without stomping each other
* They also now Idle without bumping into their siblings.
~ Adding a few new trees

November 20, 2014
+ Method to switch Pups on and off - No need to respawn them each time.
~ Wondering if the method could be used on prey too..

November 18, 2014
* 256 Ai Followers and the game surprisingly hasn't died. Framerate is so-so, but that's to be expected. More testing is on.

November 16, 2014
~ Working on alternate meshes for females and young... De ja vu..

November 13, 2014
*  Suspect You can hunt more than one animal per session now..
+ Seasonal Transition Screens.
* Fixed clash of Seasonal Transition Screens with hunting sequences.

November 10, 2014
Techdemo is here :3 Keep in mind there's not much content
yet. Expect bugs and malfunctioning mechanics.
Download

~ Changed date format.
11/09/2014
What we have now:
- Mouse controlled movements
- Pack size-based hunt with clips
- Mates
- Fully functional hunger/thirst System (with eating/drinking on CTRL)
- Weather
- Day-/Night Cycle
- Seasons (untested)
- Puppys (untested)
- Prey Ai (probably broken since prey ignores players)
- Hunter Ai (these bright pink things which shoot everyone)
- GUI. Interface.
- Overworld Map (not rpg style)
- Wind Directions (broken but worked on, problem is the GUI)
- 40 unique WOLF textures
- Fully animated wolf mesh (yes, prey is done too!)
- Basic mission system (needs expansion!)
~ 9/11? Dafuq?

11/04/2014
* Fixed Mouse Controls. They're identical to WOLF now. Unless you count a lack of inaccuracy as difference.
~ Cooking up a new wolf mesh. Why? They look better. No more than 200 on one screen though.. kills the engine.

10/21/2014
+ Mouse Controls. Feels about the same as in WOLF, with a few little differences.
+ Hunting System. Cloned from WOLF. Shall be altered for Multiplayer.
* Den won't push creatures under the ground anymore
* Den can't be entered by player any longer, because controls become a living hell once inside.
~ Mapscreen crashed.  No

10/17/2014
+ Hunter Ai. They walk around and shoot.
* Death animation for wolves. It's a beautiful death now Very Happy

10/16/2014
+ Puppy Ai. They will walk around in front of the den, go inside at night and sleep and leave it in the morning.
~ Planning to use that code for surrounding obstacles.

10/14/2014
+ Added some more missions (tutorial like Razz )
* Moved Date to mapscreen.
* GUI won't show anymore when on mapscreen.
* Npcs stopped falling through the world.
* Fixed Windpower. Clouds will move more smoothly now.
* Refined some methods for spawning prey/predators/wolves
~ SunsetCoyote is gathering video materials for ingame use.
~ Animations are somewhat off. Need to align them to move speed.
~ pirat Tech-Demo is coming up. As it is, the game is basically playable (but quite unbalanced).

10/13/2014
+ LION Style map. I wanted to implement a full-fledged smelling system for the player but.. oh well, it failed for now.
* Interaction button CTRL instead of several different buttons. Just for the simplicity of controlling.
~ Extending the missions system as we speak.

10/09/2014
* Graphical improvement: Cloud Shadows on the ground
* Map Size: 4000 (this'll do now, for we got a mix of huge world and being editable)
+ Implemented Seasons

10/04/2014
+ Mission system. No, really.
+ Some more GUI Elements from WOLF
~ Current max amount of prey at once: 200 (may be reduced later)

10/03/2014
* Killing the herd-/pack-leader doesn't stop group from moving anymore
* Fixed a crash in leader's script when killing a group member
- Pack won't attack prey any longer. Instead, your attack is amplified by their power.
+ Carcass decay - non-visual. Yet.

10/02/2014
+ Blood effect on attack
* Easier edits for the kinds of prey spawning on this terrain
* Map is now 6000x6000 units in size.
* Again, fixed AI. Now absolutely everything, even pack stuff, is in the same script. Gosh.
* Tested dynamic group creation. Seems to work.

09/28/2014
* Packmembers will stop attacking if leader is out of range
* Animations are played correctly again

09/26/2014
+ Function to add/remove packmembers
+ Herd Ai; if Leader has target, split herd
* Restored sense of smell. Players can find prey by following differently colored trails now.
~ Planned next: Finding a mate - Probably a special scenario to do so.

09/25/2014
+ The Pack now will hunt prey on command
+ The Pack runs smoothly after the leader
~ You will have to raise your pack by breeding so be prepared..

09/22/2014
+ Skills: Stealth, Agility, Battle, Sight, Hear
+ Npc Senses. It's become a task to kill those caribous now. (fun though)  Suspect
+ Wind System (direction is visible top-right)

09/21/2014
* Reduced memory usage by implementing species database.
* GUI is working once again
- Removed hour-based ambient light.

09/20/2014
+ Hunting is back. Prey slows down as it becomes more worn out.
+ So does your wolf. Yes. Looks as if I'd taken that idea from WQ, but they use HEALTH!
~ Took a few days off and it was a terrible idea. Never had such an urge to code @@

09/14/2014
+ Ai Follow Modes: Idle, Walk, Wait
~ Idle is triggered when Leader isn't moving OR by howling when waiting.
~ Walk is triggered when Leader IS Moving.
~ Wait is triggered by the Leader sitting/laying down.

09/13/2014
* Water is now beautiful.
+ You also get swept away if you don't keep swimming.
* Enviromental AI is controlled by MotherSystem now (one script for everything for more performance).

09/11/2014
* Replaced Gravity-Code with more simplified stuff
* Predators now will attack, even if there's no animation to show for it
~ About to implement carcass decay to remove all these dead bodies from the world

09/09/2014
+ Territory Marks. If you're a packleader, you can choose your territory exactly once a season.
* Simplified AI further. Everything is controlled by a single script now.

09/08/2014
* The day, pictures learnt to walk.. erm, again. Animations are back to normal now.
* Better Attacking (press CTRL close to prey while facing it)

09/03/2014
+ Better Drinking
+ Kill and eat from carcasses
* Overhauled AI altogether.

09/02/2014
+ Infinite World Mode. (not really infinite, but there you go.. it looks like it anyway)
~ Still some performance issues with the infinite world. Got to fix that.

08/24/2014
* Revamped Weather system. It's looking twice as good now.
* Animated: Boar, Coyote
* Reskinned: Muskox, Fox, Raven ( Smile )
* Recompiled soundscapes for: Rain, Thunder, Storm, Day, Night

08/20/2014
+ Introducing Mother System. A global script that spawns new creatures each season and keeps
a balance between prey and predators.
~ Thinking about using WO1's code for reading WOLF's simulation.wch

08/15/2014
+ Controlling Packmembers
+ Better Water w/ Sounds
+ Drink ability
- Removed complicated packsystem; Your pups will make their own packs.
No need for complicated ranks (not to mention it's unrealistic and costly)

08/13/2014
* GUI changes with the screen size now.

08/10/2014
* No more running into each other (final)

08/01/2014
+ Flock AI. Still needs some polishing, but basically it's working now. Pack AI for more clearity.
+ Weather. (Did I mention the source got damaged badly and I'm actually redoing stuff here now?)
~ Yes. It took me freaking 2 weeks to get behind the concept of Ai Flocking.

07/18/2014
+ Legacy Mode for camera Smile The same view as seen in WOLF!
+ Third-Person Mode: Follower Cam
+ First-Person Mode: Needs polishment. When working, we WILL need Oculus Rift.
~ Doing some.. recoding. After a little accident happened and.. well. The scripts are gone.

07/15/2014
* Thanks to my professor for helping me with a new camera angle algorhitm.
+ New Den-Model: Hill

07/14/2014
+ First-/Third-Person view. Changeable by entering a den or pressing V.

07/13/2014
+ Uploaded demo. You'll find it in the Downloads-Section.

07/12/2014
+ Custom Camera Script
~ I could run over these mountains ... All. Day. Long. Suspect 

07/11/2014
* Fixed a strange bug with the tracking system... Not fixed. Worked around  Suspect 
* Smelling works different now. You keep N pressed to follow a trail.
* Jump Animation looks less strange now.
- Discarded toonshader. It looks ugly.

07/05/2014
+ Improved AI. We got a non-phasing-through-other-npcs Follower AI now.
~  Suspect It got me thinking. The system started bugging when I considered to open up a
kickstarter project. Maybe I should stop consider.

07/03/2014
* Let's see if we get WO more or less script-free, shall we?
Day-Night Cycle has been replaced by Unity's method. Looks better, works better, is easier to expand.
+ WOLF's time-display. Started working with the new Day-Night Cycle..
~ The moose is goofing around.  Suspect  Like.. appearing out of nowhere on startup.

07/02/2014
- Unity controlled AI. It stopped working. Damnit.
+ Re-introduced custom AI. Works better, looks better.
* Enlarged the map. With our new mapgenerator there's no need for overly detailed maps, which in turn
enables us to make damn large areas. Last time it took me 2,4 hours to run over the whole map..
~ We probably will disable AI when the npc is out of reach, to save some memory AND headache.

06/29/2014
+ Slope Detection (finally)
* Running down a hill usually resulted in the wolf floating away. It doesn't do that any longer.
* Changed Jumping-Method to better match Slope Detection.
~ What remains is to prevent the wolf from running straight upwards.

06/28/2014
* Polished wolf's animations.
~ Re-measured the map. It takes about 40 minutes to run from one edge to the other.

06/26/2014
+ Water is drinkable now
+ Game Controls are now officially Mouse based. You click something and it will either attack or
open an interaction menu. This is to prevent WO from getting complicated when it's ported to ipad and
android systems (which, by nature, don't have a keyboard).
+ Hunt works now. Attacking, killing and eating from prey (carcass doesn't vanish yet).
+ Ai now finds multiple enemies at once. If one is detected, it will react. It will still check every
being in range but only flee / attack one of them (for performance reasons and lack of skill on my side)
+ First actual npc, a male moose.
~ Concepting a system for natural balance. Suggestions are welcome.

06/25/2014
+ Footstep sounds for the player
~ New Den-System is being planned. The current one just isn't applicable. At all.

06/22/2014
+ Sight, Scent, Hearing and Instincts have been added to npc behavior (and are only triggered
while anything living is in range)

06/21/2014
+ We now have more or less intelligent follower ai.
Yes, took me two days to figure that one out. Somewhat. It'll bug, it's certain it will.

06/19/2014
+ Auto-Play. That one was surprisingly easy to accomplish. Like.. on the fly..
* Ever had the feeling, a cube was following you? Creeping you out.

06/18/2014
+ Area-based GUI with Stats
+ Rudimentary Smell System
+ Implemented Animations and posing system
* Player won't run in midair anymore  Suspect 

06/11/2014
* Performance is back to normal. Seems the water was too highpoly.  Suspect 
+ Waterfalls with sound.
~ Surprising what a good texture and awesome sounds can make from a simple plane.

06/10/2014
+ Water. With sounds. And performance goes down the river. Needs a fix. So does the memory leak. The river leaks. Sounds obvious.  Suspect 

06/07/2014
* Done some polishing.  Suspect  50 FPS at the start.. 1000 FPS when it was done.
* Better Weather Effects.
+ Textures for raindrops and snowflakes.
+ Fog. Surprisingly it improved the performace a big deal instead of killing it.
- Removed open-world. It was performant, yes, but hard to manage as well.
For the engine, for me, and for the artificial intelligence. :PIt's a large map instead.

06/06/2014
* AI is working now. Attacks, sounds, animations, follow, flee, idle..
+ Rudimentary Sense System. Still not quite polished and misfiring.

05/31/2014
- Removed blob shadows for trees. There is no way this gonna work with the billboards.
* Revamping Terrain Streaming.
+ World Generator now generates whole worlds.

05/27/2014
+ Blob Shadows for Trees. Right now, they're far from exactly placed though... =_=' Aye. Probably need to switch to a different method to get these cutie-pies working. What I've seen though is close to 3d looking billboard trees.
* Fixed the freaking plant populator.  Suspect  Again.
* Animated the Caribou once again after reworking the mesh.

05/19/2014
* Right now each map is 16x16 tiles in size. Reason for this is that smaller maps load faster than bigger ones. And support more grassy density. Instead of having large maps, the game will load the smaller parts on demand.
+ The decoration-algorhitm is in progress. If it was less time-consuming, it'd be used whenever a new map is loaded to save some generation.. but you can't have everything.
+ Added alternative world-styles to concept sheet. Unlimited and limited but handcrafted.

05/01/2014
* Played around with the map size. We now have lots (and I mean lots) of grass now. And lots (and I mean lots) of trees as well  Suspect 
* Created Den-Map Template for further maps to come (pulling of the map-fix for unity is pre-hell)
* Animated: Cougar

04/30/2014
* The Den

04/13/2014
* Testing a new method for trees. How do those look to you?
See it

04/07/2014
* New grass mechanism. We'll have plains full of grass without the player's computer from suffering a horrible death.
* Made all tree meshes. They're low-poly, preventing the player's computer from suffering a horrible death.
* There'll be detailed textures for the wolves as well as memory saving ones, which will prevent the player's computer from suffering a horrible death.
* Still working on the animal meshes, which are low-poly to prevent.. ah, nevermind, you know the drill Razz
~ Some news again.. Yay.

03/01/2014
* Animated the squirrel.
* Re-Skinned the wolf. (Textures are in progress)
~ Planned the Multi-Player mode. It'll be scaringly easy to implement it.
~ Will probably revert to flat worlds again. Why? Because it takes too much time to make good heightmaps! Besides, it'll probably be an "unlimited" world. No more falling off the world!
~ Right now animating the wolf again. It's moving much cleaner with the new skeleton.
~ Fine. So the kickstarter-project will be delayed a little further. Wikipedia said we'd have to set a deadline.
Which is not what we want right now. Not when everything can be revamped at any given time. Like the meshes.


02/14/2014
* Working on learning how to do GUIs in Unity. It's awesome stuff.
~ Dr. Obvious strikes again. Noticed our meshes use a damn lot of memory. And they look creepy to the
point of being unmatching in style. As hard as it is, we'll redo them. Afterwards I suppose there'll be one
huge performance boost.

02/08/2014
Download
+ Weather-transition between snow and rain.
+ Snow stays on the ground now
~ Press H to change the weather. Rain - Snow - Snow/Rain - Sunny is the order.
~ Yes, I'm aware there's no sound. Still working on that. In Editor mode it works ._.

01/31/2014
+ A smooth transition from day-sky to night-sky.
+ Camera can be rotated around the wolf using your mouse now.
~ I'm not exactly sure what's wrong, but the maps aren't loaded at the correct positions.

01/28/2014
* Just great. Now I got the 256 Maps done and Unity starts throwing memory errors  Suspect 

01/26/2014
+ A much better Weather-System.
+ Background sounds.
+ Day-Night Cycle revamped
+ Wrote a little editor script to make my life easier. No more adding ANYTHING by hand! Razz
* Working on a streaming map-system, as randomizing looked awful. There was no chance to fix it without
causing the world to look even more awful. (10/16 columns are done.. 6x16 maps more to go)
~ Besides doing those 256 maps and planning the algorithm to connect them without causing one hell of a
work-load for the game (and thus a hit to the Frames-per-second) I'm playing around with a certain save-game
feature. As any worthwhile game, we need to be able to save the game and load it from a previous savestate.
I found a unity package that will help with this task. Yet, still need to grasp its concept!
~ Since the map-system is one big change in pace, there will be no upload for a while. There will be though when
it's finally working. Let me tell you this; with the new atmosphere system, it's looking a lot better.

01/20/2014
+ More poses! B->Bury, X->Mark, L->Sit/Lay/Sleep, H->Howl, U->Submit(3 levels), T->Dominate
* The world now is unlimited and randomizes itself.
* Some working on the mesh itself, causing it to be less edgy.. some animations still look horrible though >.<

01/15/2014
+ Water and drinking ability
* Little improvement on the framerate. When turning around, graphic lags occur.
~ :/ The game won't run fluidly if your graphics card isn't made for performance. WO2 won't run on netbooks. Old cards will have trouble running this. Radeon and GeForce should be able to handle the game though. My Intel card didn't do all too well. It will still run but turning around will cause graphical lags all over the screen.

01/14/2014
* So, after all, the terrain system had nothing better to do than clogging the memory. Heightmaps have another disadvantage; making unlimited maps with them is more than a hassle. See, you got to make sure their height matches exactly at the borders or there'll be holes in the terrain. Using more or less flat maps now, decorated of course. Planning to use pre-made sets of maps for diversity.
* Solved problem concerning water placement in unlimited terrain.
* Had an idea about dens in unlimited terrain.
~ Decided to slow down a little. Dreaming in Unity-Code is NOT what you like to experience.

01/13/2014
* Working on a new terrain system. If this doesn't fully work, we'll revert to sharing heightmaps.  Suspect 
* With the new system comes the ability to dig your own den
* Re-coded Orbit Cam after losing the code twice (!) to stupid mistakes.

01/11/2014
+ Day/Night Cycle is working now.
+ Stalking Pose.
+ Orbit Cam; Left/Right Arrow key to rotate around wolf (waiting for upload)
~ NPC still refuses to spawn. Found a memory leak, too, but I doubt it's my code  Rolling Eyes 
~ Since when does mediafire use ad.fly? Well, whatever..

01/10/2014
+ Added most of the animal meshes.. coyote and elk look awful. Either redoing them or replacing.
+ Plains are being worked on (SunsetCoyote)
* Converted all textures to material-files. Why this is important? Because Unity makes all wolves look the same if I don't!  Suspect 
- Sorted out some meshes that'll never be used to reduce project size
~ Took an aspirin against the impending headache! Very Happy

01/09/2014
* Ever thought you didn't see the forest for the trees? Shadows are working now (after I had some help)
* Camera is now detached and can be moved with the mouse. Up, down, left, right, not in orbit-mode yet.
* W for forwards, A/D Left/Right (in movement run diagonally else turning), Space for jump
~ Well. The NPC doesn't spawn anymore. Probably got to re-fix this. The AI was alright though.
~ For some reason the framerate has a little edge in this release.  Suspect 

01/07/2014
+ Fleeing/Following routine for NPCs added. Also fixed the gravity.
~ Any idea why WQ took 3 years and longer for their developement?  Neutral 

01/01/2014
~ Released first Alpha-version of WO2.
~ Started working on 3d version.

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Last edited by Inuyasha22 on 01/09/15, 06:42 pm; edited 196 times in total
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JackobLoveu

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PostSubject: Re: Wolf Online 2 - Changelog - August 9, 2015   19/08/13, 10:01 am

Ooh...How exciting...I can't wait for this until it comes out. ^^; or changed... -shrugs and sticks with it-

Thanks for this.
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Chloethegreat

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PostSubject: Re: Wolf Online 2 - Changelog - August 9, 2015   19/08/13, 04:59 pm

This is definitely exciting. o.o I'm impressed with what you can do. ^^' I'll be waiting patiently for updates! Smile 
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PostSubject: Re: Wolf Online 2 - Changelog - August 9, 2015   19/08/13, 05:00 pm

Thank you for this. -Huggles-
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PostSubject: Re: Wolf Online 2 - Changelog - August 9, 2015   19/08/13, 05:08 pm

When I first read this my heart skipped a beat. XD
I wish I could help out, this seems like a big project. It's amazing how your adding predators and making the pack 'be in line' (if you know what I mean :3) it's always annoyed me for some reason how the Omega is so close to the Alpha. And also how your adding weather and changing the pup colours.

I can't express my happiness and excitement.. XD
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PostSubject: Re: Wolf Online 2 - Changelog - August 9, 2015   19/08/13, 05:23 pm

I cant wait to play! I'm super excited. Smile
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PostSubject: Re: Wolf Online 2 - Changelog - August 9, 2015   19/08/13, 05:50 pm

Is it going to be something like the WolfQuest Wolves? Since, you know...It's in 3D animation.
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SunsetCoyote
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PostSubject: Re: Wolf Online 2 - Changelog - August 9, 2015   20/08/13, 04:21 pm

yes it will be like WQ's wolves but completely different xD
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PostSubject: Re: Wolf Online 2 - Changelog - August 9, 2015   20/08/13, 04:42 pm

im awesome and i know it wrote:
yes it will be like WQ's wolves but completely different xD
Oh, okay. Thank you. xP
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PostSubject: Re: Wolf Online 2 - Changelog - August 9, 2015   20/08/13, 06:49 pm

xD Let's say it's indeed 3d animations, but without a 3d enviroment Razz Tested it and found it good looking. Textures for all of WOLF's wolves are completed now. >u< Our lead-artist did a pretty good job there!
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PostSubject: Re: Wolf Online 2 - Changelog - August 9, 2015   20/08/13, 06:56 pm

Inu, are you planning on making terrains (Pretty much like FH)? If you are, I don't mind making one. :3 ^^
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PostSubject: Re: Wolf Online 2 - Changelog - August 9, 2015   20/08/13, 07:34 pm

I didn't know you did art, Thrillex. :3 I would want to avoid the look of terrain of FH. I don't know why, but it seems unrealistic to me. WQ looks better I have to admit. Anyway, I'll be excited to see how the wolves look. X3
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PostSubject: Re: Wolf Online 2 - Changelog - August 9, 2015   20/08/13, 07:44 pm

I really don't call myself an artist, but I'm taking art classes. But for now, no I don't draw or stuff like that. Maybe like a scribble scrabbler, but no lol. Razz

Yeah, WolfQuest is realistic. (due to the maps, actions, and behavior they) And FeralHeart is basically like a roleplaying game, you know. xD Well, if you know what I mean, but yeah. (Since they have actions that animals can't even do)x'D
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PostSubject: Re: Wolf Online 2 - Changelog - August 9, 2015   20/08/13, 08:04 pm

That reminds me that my Art classes at school are over.. Yay..

It's going to be perfect for me just because of the 3D wolf, and that it's going to be like WOLF gameplay. It's going to be exciting. ^^'
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PostSubject: Re: Wolf Online 2 - Changelog - August 9, 2015   21/08/13, 05:11 am

xD Just don't expect graphics like WolfQuest Smile Still learning here. And didn't quite reach the current technology's standard yet. Though I still got that copy of RealmCrafter roaming on my harddrive, maybe we can make something with that? Thrillex, what software do you use for the terrain?
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Chloethegreat

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PostSubject: Re: Wolf Online 2 - Changelog - August 9, 2015   21/08/13, 11:51 am

I won't be expecting anything like WQ, it's too detailed. XD Anyway, I'll let you guys get to the amazing work you do. XP
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PostSubject: chat   14/09/13, 12:27 am

I was wondering, is there gonna be like a chat to talk to other players and role play? kinda like in wq?
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PostSubject: Re: Wolf Online 2 - Changelog - August 9, 2015   14/09/13, 12:51 am

Chloethegreat wrote:
I won't be expecting anything like WQ, it's too detailed. XD Anyway, I'll let you guys get to the amazing work you do. XP
- Dx How cruel! WO2 will be a lot more detailed!

Youssarian wrote:
I was wondering, is there gonna be like a chat to talk to other players and role play? kinda like in wq?
- As it looks right now, probably not, as it's still server-based. That one could break down from the load of transmitting movement-packages and messages. We'll see about that though. It's quite possible the game will end up in vb.net which would open ways to client-based gaming. Which in turn would make implementing a chat without regrets a lot easier. Another method would be to restrict the playercount or messages somehow Suspect Question 
Ah sorry, concepting again xD
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PostSubject: Re: Wolf Online 2 - Changelog - August 9, 2015   14/09/13, 02:17 pm

Oops, sorry. I just thought it would be difficult to do. pale 
I'm Sorry for doubting you. D:
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PostSubject: Re: Wolf Online 2 - Changelog - August 9, 2015   14/09/13, 03:05 pm

Haha, no problem xD I didn't take it seriously Razz Hehe..
DW has been detailed to the core and modable as hell.
Wolf Online 2 is basing on the knowledge I learned from DW. So expect the unexpected.
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Techwolf77

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PostSubject: Re: Wolf Online 2 - Changelog - August 9, 2015   17/10/13, 10:17 pm

DID YOU SAY...... mating animation? (looking forward to that) Twisted Evil 
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PostSubject: Re: Wolf Online 2 - Changelog - August 9, 2015   17/10/13, 11:25 pm

Techwolf, your comment made me laugh so hard...

You could have a separate chat box in another window that launches with the game.
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PostSubject: Re: Wolf Online 2 - Changelog - August 9, 2015   17/10/13, 11:32 pm

Sometimes people can really be negative when comes to wolves and puppies (or yeah), or mating. Don't know why they would want to see or watch wolves mating... :/ No offense,just a thought...
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PostSubject: Re: Wolf Online 2 - Changelog - August 9, 2015   18/10/13, 01:30 am

Well, WOLF was an educational game, so it had to. If WOLF Online is going to be an educational game, it's pretty much required.
WolfQuest was severely, over-the-top protective, and because of that, it scarcely serves as a source of education.
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PostSubject: Re: Wolf Online 2 - Changelog - August 9, 2015   18/10/13, 02:04 pm

Let's just put in a children-safety switch for parents, shall we? Very Happy
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