Lone Wolf: A Werewolf Post Apocalyptic Beat-Em Up RPG Video Game

Discussion in 'Feedback Requests' started by lonewolf, Sep 1, 2012.

  1. lonewolf

    lonewolf New Member

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    [​IMG]

    Lone Wolf: A Post Apocalyptic Beat-Em Up Role Playing Game. This action/adventure game lets a player use martial arts skills, weapons, and turn into a werewolf to fight their way through a world set in the aftermath of post nuclear devastation.



    [​IMG]

    Vote for the game 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

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    #1 lonewolf, Sep 1, 2012
    Last edited by a moderator: Sep 19, 2015
  2. lonewolf

    lonewolf New Member

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    The newest alpha build 0.3.0 is ready for download! Log in to your Play-Em account and download the latest version!

    The following changes were made:

    6 more guns! M950, AA12, MP5, Uzi, M4 Super 90, and M16 all with respective ammo.

    Changed the key combo for changing into the werewolf as Down, Up, Punch to make it a bit easier to execute. Also changed the special move for the werewolf's Howl and Brok's Mule Kick and Backbreaker to Down, Down, Up, Kick.

    Did lots and lots of code optimizations to almost double the current frame rate! Should be a lot faster now!

    Fixed some movement bugs to help move across the terrain a bit easier, moving up and down slopes is a bit more manageable but still needs tweaking.

    Did a temporary fix for the screen resolutions not showing up accurately in the Video options page.

    Fixed some bugs related to the quick menu and the inventory, should be a bit more accurate on how it displays now.

    Updated the user manual to include the new weapons and updated control schemes.

    There are probably still some issues related to Unity's new beta, hopefully these will be resolved in a future release.

    Been a very interesting and busy month of animating, coding, and filtering through feedback that I have gotten since I posted the game on Steam's Green Light page. A lot of the feedback revolved around the animations and the videos which I know has had a lot of hiccups and delays due to the framerate. I have started to resolve this by optimizing some of my code, and can say now that the framerate has about doubled since I have done this. Hopefully this will help some of you with the performance issues with the game, I will continue to optimize code and will also alter the art later on and add lightmaps to further optimize the game for speed. As of right now, I will be creating some the big guns for Brok to play with and afterwards will start on animations for swords, large two handed weapons, knives, and small throwing weapons. After these weapons are in, I'll move onto the Stealthy AI and finally get onto animating and coding in the death moves for the characters. Help with development and play it now, pre-order or donate at http://www.lonewolfgame.com or at http://www.play-em.com, thank you for all the support!


    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:

    http://www.facebook.com/LoneWolfGame

    Google+ LoneWolfGame

    http://www.twitter.com/lonewolfgame

    http://www.lonewolf.ws/rss

    Youtube LoneWolfGame

    Steam Greenlight
     
    #2 lonewolf, Sep 30, 2012
    Last edited by a moderator: Sep 19, 2015
  3. lonewolf

    lonewolf New Member

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    The newest alpha build 0.3.1 is ready for download! Log in to your Play-Em account and download the latest version!

    The following changes were made:

    3 more big guns for Brok the wrestler! M134 Minigun, Flamethrower, and FIM-92 Stinger Missile launcher all with respective ammo.

    Added dropping all of the quantity of the current Quick Item/Weapon by pressing down the Switch Key (default Left Tab) and pressing Grab (default E).

    Fixed some more bugs in the weapons code and added some new gun sounds that my sound/music designer took when we went to the gun range together.

    Added some more elements to the level to eliminate more open spaces, should feel a bit better to navigate around the level now.

    Fixed a longstanding animation bug with jumping with a weapon and a minor bug with the sound options.

    Updated the user manual to include the new weapons and updated control schemes.

    There are probably still some issues related to Unity's new beta, hopefully these will be resolved in a future release.

    Wow what a busy month this has been! I had a workshop earlier this month at UCLA on an introduction to Game Design and Development that was very successful and I had a great time helping people learn about making games. I also was able to get out to the gun range with the sound designer Jordan Balagot, and we took some handgun and shotgun sounds that were better suited to the game, I will add some more the next time we go out to the range to get a better arrangement of weapon sounds. I rearranged how weapon sounds are handled so it should be a bit better now. As stated, I added 3 new big guns that only Brok the wrestler can use. They are powerful and have very limited ammo, goes along with the way Brok plays for the most part, power in extreme offense! The sprite effects in right now are temporary until I start polishing everything up, but at least they are functional. Up next, I'll be working on animations for swords, large two handed weapons, knives, and small throwing weapons. The next build should see swords for Lone Wolf, and the one after should have hammers for Brok. As stated before hand, I'm slowly moving closer to code the Stealthy AI and finally getting to the death moves for the characters. Support development and play it today, pre-order or donate at http://www.lonewolfgame.com or at http://www.play-em.com, all feedback and support is welcome!


    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:

    http://www.facebook.com/LoneWolfGame

    Google+ LoneWolfGame

    http://www.twitter.com/lonewolfgame

    http://www.lonewolf.ws/rss

    Youtube LoneWolfGame

    Steam Greenlight
     
    #3 lonewolf, Oct 27, 2012
    Last edited by a moderator: Sep 19, 2015
  4. lonewolf

    lonewolf New Member

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    The newest alpha build 0.3.2 is ready for download! Log in to your Play-Em account and download the latest version!

    The following changes were made:

    4 more weapons for Lone Wolf! Ninja Sword, Lead Pipe, Katana, and a Claymore broad sword. All new effects, sounds, and animations for the weapons. (Sounds are not finalized just placeholders)

    Changed the key combo for the special move for the werewolf's Howl and Brok's Mule Kick and Backbreaker to Down, Up, Kick.

    Fixed some more bugs related to grabbing and throwing, should be a lot smoother playing with Brok now.

    Updated the user manual to include the new weapons and updated control schemes.

    There are probably still some issues related to Unity's new beta, hopefully these will be resolved in a future release.

    After spending a bit more time than I wanted to on the new weapons, they are finally in. Now Lone Wolf can slice, dice, and club enemies with a few more swords and a lead pipe! The sound effects are mostly placeholders for now until I can mix up something better, things are still very much function over form still so I'll be tweaking things as I develop. Coming into the next build I will have some hammers and other two handed weapons for Brok. After those are implemented, I will create animations and effects for knife fighting and throwing weapons, then move on to finally code the Stealthy AI and then animate and implement the death moves for the characters. To play it today, pre-order or donate at http://www.lonewolfgame.com or at http://www.play-em.com, thanks for all the support and any feedback is welcome!


    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:

    http://www.facebook.com/LoneWolfGame

    Google+ LoneWolfGame

    http://www.twitter.com/lonewolfgame

    http://www.lonewolf.ws/rss

    Youtube LoneWolfGame

    Steam Greenlight
     
    #4 lonewolf, Nov 27, 2012
    Last edited by a moderator: Sep 19, 2015
  5. lonewolf

    lonewolf New Member

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    The newest alpha build 0.3.3 is ready for download! Log in to your Play-Em account and download the latest version!

    The following changes were made:

    4 more weapons for Brok! Pickaxe, Sledgehammer, Stop Sign, and a Concrete Hammer. All new effects, sounds, and animations for the weapons. (Sounds are not finalized just placeholders)

    Fixed some more bugs related to hitting opponents, the new hammer weapons pack a wallop!

    Updated the user manual to include the new weapons and updated control schemes.

    There are probably still some issues related to Unity's new beta, hopefully these will be resolved in a future release.

    I finally have some hammers and other two handed weapons for Brok to battle with. They range in speed and strength among the 4 weapons so you can try them out to see which one fits your play style best. Next I'll be creating animations and effects for knife fighting and throwing weapons, then finally code the Stealthy AI and then animate and implement the death moves for the characters. Get it today to play, http://www.lonewolfgame.com or at http://www.play-em.com, thanks for all the support and any feedback is welcome!


    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:

    http://www.facebook.com/LoneWolfGame

    Google+ LoneWolfGame

    http://www.twitter.com/lonewolfgame

    http://www.lonewolf.ws/rss

    Youtube LoneWolfGame

    Steam Greenlight
     
    #5 lonewolf, Dec 13, 2012
    Last edited by a moderator: Sep 19, 2015
  6. lonewolf

    lonewolf New Member

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    The newest alpha build 0.3.4 is ready for download! Log in to your Play-Em account and download the latest version!

    The following changes were made:

    4 more weapons for Lone Wolf! Stiletto, Butterfly Knife, Combat Knife, and a Machete. All new effects, sounds, and animations for the weapons. (Sounds are not finalized just placeholders) This makes it 25 different weapons for the characters to use so far, only a few more to go!

    Moves for the new knives include Rapid Slash (hit Punch repeatedly), Upward Cleave (tap forward twice, then the Punch), Spin Slash (press Punch and Kick at the same time), and Throw the Knife (tap Down, Up, then Kick). All these moves can be done while grounded or in the air.

    Fixed some more bugs related to the Quick Menu, added new grab punch animations to be a right cross and left hook.

    Updated the user manual to include the new weapons and updated control schemes.


    Happy New Year! The knife fighting is finally in! You can use similar moves to swords, but there are not as many. The biggest advantage the knives have over other weapons are their speed and ability to throw and reuse them. I'll be working on some grenades and molotov cocktails next, then I've decided to implement the death moves for the characters after those are finished, and after that, I'll code the Stealthy AI. To play the latest build, pre-order or donate at http://www.lonewolfgame.com or at http://www.play-em.com, hope everyone had a good holiday, thanks again for all the support!


    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:

    http://www.facebook.com/LoneWolfGame

    Google+ LoneWolfGame

    http://www.twitter.com/lonewolfgame

    http://www.lonewolf.ws/rss

    Youtube LoneWolfGame

    Steam Greenlight
     
    #6 lonewolf, Jan 19, 2013
    Last edited by a moderator: Sep 19, 2015
  7. lonewolf

    lonewolf New Member

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    The newest alpha build 0.3.5 is ready for download! Log in to your Play-Em account and download the latest version!

    The following changes were made:

    3 more Small Throwing weapons for Lone Wolf and Brok! Pipe Bomb, Molotov Cocktail, and a Grenade. All new effects, sounds, and animations for the weapons. (Sounds are not finalized just placeholders) This makes it 28 different weapons for the characters to use, this will finish it for now!

    Moves for the new weapons are just press Punch to throw the weapons, they have no special moves related to them.

    Fixed some minor bugs, added new grab punch animations to be a right cross and left hook for Brok, also added jump grab punching and kicking.

    Updated the user manual to include the new weapons and updated control schemes, icons for character skills and weapons.


    The last 3 weapons for now are added in, the only way you can use them is to throw them at a distance from the enemy. They all are very limited and very powerful weapons that you can use to get yourself out of a bad situation or finish off a group of enemies. The molotov cocktails are deadly since you and your allies can catch fire if you throw it too close, so give it some distance before you lob fiery death upon your enemies. Death moves for the characters are next, then I'll code the Stealthy AI. I will most likely implement stealing along with the Stealthy AI, and then code in and make the lighting for night and day changes as well as weather after that. Play it now, pre-order or donate at http://www.lonewolfgame.com or at http://www.play-em.com, thanks for the support and will be updating more 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:

    http://www.facebook.com/LoneWolfGame

    Google+ LoneWolfGame

    http://www.twitter.com/lonewolfgame

    http://www.lonewolf.ws/rss

    Youtube LoneWolfGame

    Steam Greenlight
     
    #7 lonewolf, Feb 9, 2013
    Last edited by a moderator: Sep 19, 2015
  8. lonewolf

    lonewolf New Member

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    The newest alpha build 0.3.6 is ready for download! Log in to your Play-Em account and download the latest version!

    The following changes were made:

    Exploding body parts! Can be executed on the death of an opponent with certain special moves and weapons for characters, experiment to see if you can find them!

    Blood pools on the ground when blood hits the ground.

    Changed the button combo to change into the Wolf to while holding down Block, press Punch and Kick together

    Made many of the characters movement and attack animations faster for quicker combat and smoother movement

    Fixed many, many bugs, including grabbing bugs (which now grabbing and throwing should be pretty much concluded, might still be some minor ones related to specific characters) and optimized the game overall to be much much faster giving almost double the framerate. Still need to fix some hiccups, but overall plays much smoother.

    Updated the user manual and game to change the weapon names to more generic names or game specific names.


    Finally started on Death moves for the characters, the first of being exploding body parts! When you execute certain special moves with the characters or use a particular weapon, the opponents will explode into a bunch of gibs. This new addition, of course caused a performance hit which made me to go in and optimize the game further leading to almost double the performance of the game! So everyone should see a benefit in overall performance although there are still some hiccups to work out, it is running much smoother. I'm also dabbling with the lighting a bit, so you may see some changes in the lighting over the next few builds as I optimize and work on that as well while putting in some more death moves. Once I am finished with the death moves, I'll work on the Stealthy AI and stealing, finishing up the lighting, day/night, and weather. Get the game today, pre-order or donate at http://www.lonewolfgame.com or at http://www.play-em.com, feedback is welcome, more features coming 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:

    http://www.facebook.com/LoneWolfGame

    Google+ LoneWolfGame

    http://www.twitter.com/lonewolfgame

    http://www.lonewolf.ws/rss

    Youtube LoneWolfGame

    Steam Greenlight
     
    #8 lonewolf, Mar 14, 2013
    Last edited by a moderator: Sep 19, 2015
  9. lennard

    Moderator Original Member Indie Author

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    When I watch your video I see your body parts dancing around a lot.

    I'm assuming some kind of physics engine is driving that behavior. You would be better served adding a lot more weight to the parts so they fly and settle with the occasional very slight additional motion once hitting the ground. Right now I saw several limbs fly and then bounce when they shouldn't have and then they proceeded to skate several more feet before stopping.
     
  10. lonewolf

    lonewolf New Member

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    I might change the physics material and object mass to give it less bounciness and sliding, still ironing out all that. I don't want it to be too realistic and make it more fun as well in terms of the bounce and movement so I just need to find that happy medium. Thanks for the feedback lennard!
     
  11. lonewolf

    lonewolf New Member

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    The newest alpha build 0.3.8 is ready for download! Log in to your Play-Em account and download the latest version!

    The following changes were made:


    Decapitation, Heads Exploding, and Halving enemies! Can be executed on the death of an opponent with certain special moves and weapons for characters, experiment to see if you can find them!

    Fixed how save games load so you should not have to worry about loading from old saves.

    Altered the way the physics behaves with the body parts, should be a little less bouncy now. Also fixed the scaling on body parts so it should be the same as the characters.

    Fixed a bug on the Title screen that prevented you from saving if you did not already have a save game.

    Fixed some minor bugs related to save games, animations, and some environment models.



    Time for some head chopp'in! You can try out the assorted blades as well werewolf claws on foes near their deaths to see heads fly now, also some guns and hammers do some head exploding so be prepared to get bloody! Use the Punch + Kick button with certain weapons, and the Wolf's back hand slash to cut foes in 2. I fixed some issues with the way the body parts were spawned so now they should match the character's facing position. I was a bit frustrated with testing and having the save games retain too much data that would be restored, which would not include the new changes. So I spent some time reworking the save game loading so now it should be able to work with some old save games. So from now on, using save games should be mostly future compatible unless I change things a lot in the environment. 3 more death type animations to go, and then onto the Stealthy AI and stealing, finishing up the lighting, day/night, and weather. Enjoy this blood soaked build, feedback is helpful for every release, have fun and more content is on the way! To play it today, pre-order or donate at http://www.lonewolfgame.com or at http://www.play-em.com,http://www.lonewolfgame.com or at http://www.play-em.com, thanks for all the support!

    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:

    http://www.facebook.com/LoneWolfGame

    Google+ LoneWolfGame

    http://www.twitter.com/lonewolfgame

    http://www.lonewolf.ws/rss

    Youtube LoneWolfGame

    Steam Greenlight
     
    #11 lonewolf, Mar 27, 2013
    Last edited by a moderator: Sep 19, 2015
  12. nsmadsen

    nsmadsen New Member

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    I really like your use of 2.5D. Cool concept!
     
  13. lonewolf

    lonewolf New Member

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    Thanks! Here is the latest!



    The newest alpha build 0.4.0 is ready for download! Log in to your Play-Em account and download the latest version!

    The following changes were made:

    Quartering and Breaking enemies! Can be executed on the death of an opponent with certain special moves and weapons for characters, experiment to see if you can find them!

    Fixed some minor bugs related to animations.

    Edited Lone Wolf's special punch and kick animations, balanced some of the special attacks' ki.


    You can cut up your enemies in quarters and break all their bones now! Use the special Punch move (rapidly press Punch) with certain weapons, and the Wolf's rapid downward slash to cut foes in 4. Use Lone Wolf's unarmed special Punch and special Kick moves can break all the bones in an enemy. One more death type animation to go, and then onto the Stealthy AI and stealing, finishing up the lighting, day/night, and weather, and polishing up the level. Have fun chopping up and breaking foes in the wasteland! Feedback is encouraged so we can keep making this game better and better! More to come soon!

    We now accept bitcoins for pre-orders and donations! Play it now, pre-order or donate at http://www.lonewolfgame.com or at http://www.play-em.com, thanks again for the continued support!

    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:

    http://www.facebook.com/LoneWolfGame

    Google+ LoneWolfGame

    http://www.twitter.com/lonewolfgame

    http://www.lonewolf.ws/rss

    Youtube LoneWolfGame

    Steam Greenlight
     
    #13 lonewolf, Apr 20, 2013
    Last edited by a moderator: Sep 19, 2015
  14. lonewolf

    lonewolf New Member

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    The newest alpha build 0.4.2 is ready for download! Log in to your Play-Em account and download the latest version!

    The following changes were made:

    Splitting enemies! Split enemies vertically in half! Can be executed on the death of an opponent with certain special moves and weapons for characters, experiment to see if you can find them!

    Kick enemies on the ground. Just get near enough to a downed opponent and press the Kick button.

    New special uppercut move for Lone Wolf. Press forward twice and Punch to execute, can also be done while grabbing.

    Fixed up the Custom AI routines so they run smoother, taunting should now work properly.

    Edited effects so they are different colors per player for Lone Wolf.

    Added Brok clone as the 4th player instead of a Lone Wolf clone.

    Updated manual to include new Uppercut attack for Lone Wolf.


    Well, after a lot of work and help from a good friend, I got all the death moves in and started fixing up the AI routines. You can now split enemies vertically in half if they are grounded. I also included a new uppercut that Lone Wolf can use so long as he does not have a weapon equipped, although it will work the same as if he had a knife which has a longer range, and a special grab uppercut animation is used when you are grabbing an enemy. You can also now kick enemies on the ground with Lone Wolf and Brok, so long as you are close enough to them while the enemy is downed.

    Since I decided to get a new video card, I can now capture video in 1080P to show a lot more of the graphical detail Lone Wolf actually has in it at this stage, even though a lot will be cleaned up and tweaked in the near future. I'll be continuing the clean up and implementation of some new AI routines, and then work on stealing/bartering, finishing up the lighting, day/night, and weather, and polishing up the level to prepare the game for beta. Get the game today, pre-order or donate at http://www.lonewolfgame.com or at http://www.play-em.com, have fun with this version, and as usual, feedback is welcome and appreciated!

    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:

    http://www.facebook.com/LoneWolfGame

    Google+ LoneWolfGame

    http://www.twitter.com/lonewolfgame

    http://www.lonewolf.ws/rss

    Youtube LoneWolfGame

    Steam Greenlight
     
    #14 lonewolf, May 17, 2013
    Last edited by a moderator: Sep 19, 2015
  15. lonewolf

    lonewolf New Member

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    The newest alpha build 0.4.5 is ready for download! Log in to your Play-Em account and download the latest version!

    The following changes were made:

    • Stealing and Trading between characters! To steal from an NPC you must be hidden from sight in a shadowed area, while sneaking (holding down Block), press grab to enter the menu. Navigate the menu by using the mouse or pressing Select to go through the menu items and press Switch to change between Items to Trade and Items to Receive. While a trade slot is selected, press Punch to add 1 item to the slot, or press Jump to add all of the quantity to the slot. Pressing Kick will reduce it by one, and pressing Grab will empty the slot. When ready to trade, click on the Trade button or press Select until Trade is highlighted in yellow, then press Punch, the same applies for canceling a trade. You cannot be hurt or move while trading or stealing.

    • Trade between player characters by holding Block and pressing Select. You can switch between characters by pressing Inventory.

    • Stealthy AI and Hiding now works (still a bit buggy, but workable enough to use).

    • Fixed a minor bug related to mouse input and multiple players.

    • Fixed up some minor bugs related to AI and pathfinding, should be a bit smoother now.

    • Fixed a minor bug related to dropping weapons and not resetting the weapon properly.

    • Updated manual to include trading and stealing.


    Finally got stealing and trading implemented, you can now try to steal from an enemy character or trade with an NPC via dialogue. Now is is also much easier to manage inventories between players so you do not have to drop an item on the ground and have the other player pick it up. I tried to make navigating and using the Trade Menu as easy and straight forward as possible, hopefully this will alleviate inventory management a bit. I wanted to make trading, stealing, and sharing items use as little restrictive menus as possible, I'm really not a big fan of pushing the player into menus while other players have to wait around, so other players can still move about and interact with other characters and the environment while a trade/steal is happening.

    I've been at E3 the past few days, it's really fun to see a lot of new game and technology coming out this year and next. It'll be interesting to see when Lone Wolf Episode 1 finishes up and what it's role will be at a future E3, hopefully the Indie scene will be a bigger force to get noticed more amongst all the big companies pushing their products to the press and other developers in the industry. I will do some more clean up of AI routines for the next build as well as add some more skill building via trading and dialogue. I will try to add more mini quests throughout the level that involve more story integration and involve the new trading system. I'll also finish up the lighting and day/night to give the level a bit more polish, after that will be weather and a push to finish up tightening up the play areas of the level and polishing up art assets. To play the game now, pre-order or donate at http://www.lonewolfgame.com or at http://www.play-em.com, hope you enjoy the new systems in play in the game, please let me know if you find any bugs or experience any issues worth mentioning! Enjoy!

    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:

    http://www.facebook.com/LoneWolfGame

    Google+ LoneWolfGame

    http://www.twitter.com/lonewolfgame

    http://www.lonewolf.ws/rss

    Youtube LoneWolfGame

    Steam Greenlight
     
    #15 lonewolf, Jun 14, 2013
    Last edited by a moderator: Sep 19, 2015
  16. lonewolf

    lonewolf New Member

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    [​IMG]

    The newest alpha build 0.4.8 is ready for download! Log in to your Play-Em account and download the latest version!

    The following changes were made:

    • Revamped whole level to include more straight away sections, you will need to start a new game old saves will not work with this build!

    • Reduced initial loading time by splitting the level into chunks. The game loads faster from a save or a new game but you will see the loading screen during play to load new areas.

    • Removed many of the weapons for acquisition in later levels.

    • Created a cross hatching shader to make inked lines on all 3D objects to better integrate the comic book look.

    • More AI pathfinding bugs fixed.

    • Fixed some textures on objects throughout the level, added more objects to the level to give it a better atmosphere.

    • Redid the sky texture to match the art style of the game better.

    • Fixed the lighting to appropriately shade areas better and work with the new cross hatch shader.

    • Added fog for background.


    Hope everyone had an enjoyable summer! I just got back from PAX and it was incredible! I definitely will consider bringing Lone Wolf to the Indie Mega Booth in the future, it seems like it would fit right in there!

    Sorry for the huge delay in this build, but I really, really wanted to polish things up and make it as presentable as possible before I released it. Basically this is a rehaul of the level, straightening out a lot of the areas and ramping the level so it makes it easier to play. I also started really polishing up the level's art so it looks more like it will in the final product, and as you will immediately notice, I added a cross hatching shader that inks the environment objects to match my art style so things will start blending together now to look more like a comic book. I've spent the past couple of months doing as much as I can to fix a lot of the issues with the environment and AI control, but there are still some I really want to work on, like a priority cue for enemies so they will not all pounce on you at once, and finally fix all the textures for the particle effects to match my art style. There is still no night/day yet, but that will most likely be implemented soon as I have the level in it's final state and all the static objects are in place.

    [​IMG]

    There may be some performance issues with this build as I have added more objects and trying to optimize other things like loading areas in game, so there will probably be framerate issues as you play in certain areas. Also the build is about 100MB bigger in size so you will have to wait a bit longer to download this version because of the size increase. It takes up around 650MB on disk now currently and I imagine it will increase as I add more levels to the game in the future. Please give feedback where and when you can, I really want to complete as much of this level in a polished state as soon as possible, so I can start on a few more fun quests through the level, and alter the tutorial to be a lot simpler and more interactive. Thanks again for all the support and your patience, pre-order or donate at http://www.lonewolfgame.com or at http://www.play-em.com, I hope you enjoy the new state of the game!

    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:

    http://www.facebook.com/LoneWolfGame

    Google+ LoneWolfGame

    http://www.twitter.com/lonewolfgame

    http://www.lonewolf.ws/rss

    Youtube LoneWolfGame

    Steam Greenlight
     
    #16 lonewolf, Sep 5, 2013
    Last edited by a moderator: Sep 19, 2015
  17. lonewolf

    lonewolf New Member

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    [​IMG]

    [​IMG]

    Halloween is right around the corner and here is your Werewolf fix!!! From now until Halloween at midnight, Lone Wolf: Episode 1 will be on sale for $6.66!

    The newest alpha build 0.5.0 is ready for download! Log in to your Play-Em account and download the latest version!

    The following changes were made:

    • Added destructible objects! Exploding barrels, crates with items, and other objects to smash up in the environment.

    • Day/Night cycles, near time 7AM/PM should change night to day / day to night.

    • Fixed loading to be much, much faster! Overall, everything should have been sped up considerably, load times should not be an issue now.

    • Fixed rare annoying bug that would have the objects being picked up not disappear and remain at character's feet.

    • Start a new game, save games will not work right with this build since spawning NPC's and items has changed.

    • Fixed many of the camera issues, added camera shake to heavy hits.

    • Fixed loading bug from savegames where multiple enemies would spawn in various areas.

    • Mash buttons to get up off the ground quicker and gain some extra Ki.

    • Minor fixes to textures, materials, and collision throughout the environment.

    • Minor bug fixes to the Menu, namely adjusting audio volumes.

    • Minor fixes to animations to load properly, should fix some of the effects animations not loading and playing properly.

    • Added a prompt for when a weapon that needs ammo and cannot be equipped.

    • Found a rare Unity bug that crashes Windows 64 bit standalones, if you are getting a crash on start with the 64 bit build, use the 32 bit one instead. This issue is still remaining until Unity fixes it since it is related to the physics used by the game engine.


    This is a major build, I have spent a lot of time fixing many of the outstanding issues that have been plaguing the game for a while and am happy to say that this is getting ever closer to a polished state! I have added day and night, as I have been mentioning for a while now, it works perfectly and the lighting and cross hatching of the environment changes along with the time changes. I also decided to add destructible objects, now there are crates, barrels, concrete barricades, and exploding oil drums to smash up and find dropped items from. Destructible objects that have been destroyed should be saved in the save data, so if you load a save game and see any extra destructibles, please let me know.

    This build also has some camera improvements as well as a camera shake now for when you or your enemies make heavy hits. I've also added the ability to get up off the ground after being knocked down quicker by button mashing. This will also result in gaining a bit of Ki as you do this, if you are very quick it can give you enough for that special move to get out of a dangerous situation! You'll have to start a new game since the old saves will not load spawns properly, you'll most likely see duplicates of NPCs and items if you do load from a save since I have changed the way the data is saved and loaded. Over all the whole game should have better speed, I spent a lot of time optimizing functions and removing unnecessary code and loading areas is the most notable, it should be taking a few seconds to load new areas now instead of a minute or two.

    I have found a rare Unity bug that occurs on my system, as well as several others, where the game will crash on load almost immediately if you are using Windows 64 bit builds. If this is happening to you please email me the items in the crash folder, most importantly the output_log.txt file and the crash.dmp file. You can find this under the folder you installed the game to in a folder that has the date included as the folder name. As always, feedback is always welcome and appreciated, I really want to try to squash any remaining gameplay bugs that pop up and I will be spending a lot of time revamping the questing systems and fixing up the tutorial and GUI next. Lone Wolf: Episode 1 is available to pre-order at a special price for Halloween this week: $6.66! Pre-order or donate today at http://www.lonewolfgame.com or at http://www.play-em.com, to play the latest alpha build! Hope you enjoy this version and have a fun and safe Halloween!

    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
     
    #17 lonewolf, Oct 24, 2013
    Last edited by a moderator: Sep 19, 2015
  18. lonewolf

    lonewolf New Member

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    [​IMG]

    Vote for the game on IndieDB and Steam Greenlight!

    The newest alpha build 0.5.1 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 a new sidequest involving Bud to assassinate Biff. Start a new game to start the side quest.

    • Fixed the way quests and dialogue are handled, should run smoother now.

    • Fixed some bugs and dialogue related to the tutorial text.

    • Fixed some input bugs related to the inventory and opening and closing.

    • Added some triggers to spawn more enemies when backtracking.


    It's been a while but I have been hard at work on some new content added to the level! Finished up a sidequest involving another NPC named Bud, you can find him in the South West part of the level. There are multiple branches of dialogue in his quest, so try to play it as you like and see what happens! I've also added some more enemies for when you backtrack to meet up with Bud again so it doesn't leave the level void of some fun character building combat to occur. I have reworked the questing and dialogue system quite a bit, so it should be easier for me to add quests and special level related events so I'll be adding some more to this level soon.

    On another note, I'm happy to announce that I have also been at work on getting some new characters ready to animate and I have some help in this regard. I've been working with Mike Atniel, a really great guy and former animator of The Simpsons TV show, and we are getting some new characters rigged and ready to animate with an animation software that I've been really impressed with, called Stickman. Basically it allows you to set up cut out animation with deforming image control points, this allows for some really smooth transitions and making the animations look a lot less like cut out animation. We'll also be editing the images by hand to spruce them up a bit more and give them a more dynamic feel. I might share some of this development in a future video to show how we animate with it, as it is pretty impressive how easy it is to set up a rig and get it animated right away. We'll be working on new characters and brushing up the current characters using these techniques.

    I'll be working on cutscenes next, fixing up the current ones, adding some more cutscenes, and fixing up some more of the art and bugs that pop up. Hopefully we'll have some neat new characters to show you soon! Pre-order or donate today at http://www.lonewolfgame.com or at http://www.play-em.com, to try out the new quest! Have fun with it!

    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
     
    #18 lonewolf, Dec 8, 2013
    Last edited by a moderator: Sep 19, 2015
  19. Cupside

    Cupside New Member

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    This is an odd visual style, 2D characters with 3D environments seams strange. In the other hand you have done a great work, keep on it.
     
  20. lonewolf

    lonewolf New Member

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    I'm trying to do something different for sure :) Thanks for the compliments!
     

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