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Genre: Role-playing (RPG), Simulator, Indie

WolfQuest

Energetic Elk (Devblog)

https://youtu.be/dR0QQsClMbA

To those of you who’ve asked us to livestream as we work on the game, today’s video is for you (and now we’ll see how many of you really want this). Today we take a long (too long?) look at tuning one aspect of the elk hunt: how quickly elk get tired as they run, and how much they slow down as they lose energy. We’ve gotten some requests for the elk to slow down as they tire out when being chased by wolves. While we do have that in WQ 2.7, it’s fairly subtle, so we’re looking at it more closely now for WolfQuest 3: Anniversary Edition to find the sweet spot where it’s noticeable but doesn’t happen too soon.

Actually, I was planning to show how we tune several different aspects of elk physiology and behavior – but after this one aspect clocked in at 12 minutes, I decided that was perhaps enough for one video. So here’s a close look, with various digressions, about how we tweak the elk’s energy.

Another digression cut for length: While it’s true that most of the big predators and prey in Yellowstone run at about the same speed (about 14-18 m/s, or 35-40 mph), since they’ve evolved to reach that balance, the pronghorn is the exception. It can run 25 m/s (55 mph), far faster than any predator in the region. Some scientists speculate that it’s being chased by “the ghosts of predators past” — that is, 10,000 years ago, it had to outrun North American cheetahs and hyenas, and even though those are now extinct, the pronghorn hasn’t slowed down yet. (See this article for more.)  

Of course, your next question is are we adding pronghorn to this update? The answer is no pronghorn, for now. Someday! For those of you just joining us, WolfQuest 3: Anniversary Edition, we are adding more animals you can actually catch to eat: mule deer, beavers, bighorn, and baby ungulates. And yes, bison are the top of our future wish list (the plan is that bison hunting will be coming in a future winter episode). 


 
FAQs
When will WolfQuest 3 and Tower Fall be released?
We are aiming to release the first episode, Amethyst Mountain, by the end of 2018 for PC/Mac on Steam and itch.io, as Early Access, followed by Slough Creek in early 2019, then followed by the mobile versions.We’ll then resume development of the next episode, Tower Fall.

How much will WQ3 cost?
WolfQuest 3 will be a free update to players who own WolfQuest 2.7.  If you are buying WQ 3 for the first time, the cost will likely be more than than the current game 2.7 (so it's cheaper to purchase it now and get WQ 3 as a free update). The Tower Fall expansion will be an in-game purchase (DLC).

Will WQ3 be available on mobile?
WolfQuest is available for Mac, Windows, iPhone, iPad, Android & Kindle. So yes, WolfQuest 3 will be available for mobile phones and tablets...at least some of them, and/or in some form. Bigger maps and more animals may be too much for mobile devices with limited RAM memory. We'll do our best, but there's a good chance that some mobile devices won't be able to get it, and/or we will have a simpler version of it for some mobile devices.

See more FAQs and catch up on all the news at http://WolfQuest.org/blog

 

Hare Today, Gone Tomorrow (Devblog)

https://youtu.be/AYZf6sg9En8

We’ve finally finished building and (mostly) refining all the game systems for WolfQuest 3: Anniversary Edition, so we’re now expanding beyond the core animals that we’ve focused on so far (wolf, elk, coyote) and adding all the other animals that will be in the game. Let’s look at the lowly Snowshoe Hare. We have a new, improved model for it, and today’s video looks at how we set it up in the game as a functioning animal in our ecosystem simulation. We’ll use this same structure for all the animals, as we create custom AI for each one.

Facts about Snowshoe Hares
Snowshoe Hares (Lepus americanus) are common in many Yellowstone habitats. They are known for their large snowshoe feet and their changing camouflage: brown in the summer and white in the winter. Hares eat plants and prefer to hide in forest underbrush. In real life, hares are very fast and agile, making them hard to catch. A hare would only provide a wolf with a light snack for a lot of work, so are not a main food source for wolves. However, lynx, bobcats, coyotes, foxes, weasels, some hawks, and great horned owls also hunt hares. Good thing hares have lots and lots of babies! In the game, hares offer frequent hunting challenges -- and in WolfQuest 3, you'll be able to carry a dead hare around and eat it wherever you please.

Play That Wolfy Music

https://youtu.be/_p0qhCDJyao

Our composer Tim Buzza has been working hard on new music themes for WolfQuest 3, so today we’ll look at how we take his original tracks and set them up in the game with our new adaptive music system. “Adaptive music” means that the music changes dynamically based on what’s happening in the game. More in this blog post from early 2017: Tune Up.

We’re using a plugin called Master Audio to handle music layering and playback, so our developer Andrei has created the logic that watches what’s happening in the game and triggers musical themes and layers based on the gameplay from moment to moment.

I’ll let Andrei describe how he does this:

With our music system, we want the music to follow the game action. The game has different musical moments and each moment has its own sets of tracks (recorded by Tim) and sets of rules defining which tracks should be played (defined by Dave). This particular moment is called Elk Showdown, when the Elk decides to fight back the Wolf (and it has its reasons to do that :).

Dave set specific rules to begin and end each moment. In this case, the game enters the Elk Showdown moment when the Elk intention to fight back is detected from its AI system.

While the game is inside this musical moment, I am constantly checking the variables that matter for this set of rules, which represent different actions inside the game. When one of these rules is met, I switch the tracks to match the game action.

For example: when the Wolf is moving or idle, the music will match that. When it approaches the Elk, the music matches that too.

The game variables I check come from different game systems, mostly already created by Tommi. For the Showdown music, we are basically checking distances (Wolf to Elk and mate, if present, to Elk), activity level (idle or moving), damage (done and taken) and the Elk AI.

This new music system is another part of the game update built from the gathering of different people’s efforts.

Bite Club 2: The Elk Kicks Back (Devbl0g)

[youtube]G5EBSumIk0Q[/youtube]
https://youtu.be/G5EBSumIk0Q

I thought that last week’s video might have been too long and technical and boring, but we got some enthusiastic comments, so here you go — part two!

This week we’ve been working on the interactions with the elk during the final phase of the hunt — what we call the Showdown. At this point, you’ve worn down an elk by chasing and biting it, finally separating it from the herd. The elk turns to defend itself from your attacks (though it may still seize an opportunity to run away from you). Now you (and your mate or packmates) can circle the elk and choose where to bite your prey. As with the wolf fights, these attacks involve tight contact and interaction between wolf and elk, using a combination of animations and our inverse kinematics system, tied together with a lot of clever coding. (Read more about that in last week’s blog post: Bite Club: Refining the wolf fight https://youtu.be/B0PNQDS48_I)

These were complicated enough before we made matters worse by adding a “collapse to knees” state for the elk, as its energy drops even lower. This created a new batch of visual glitches, since the normal bitepoints were now too close to the ground for the wolf’s animations and IK to deal with nicely. That’s the focus of today’s video (but there are a number of other rough spots that we’re also refining, even if they’re not mentioned in this video.)

_____

This weekend, I (Dave/loboLoco) and my partner Susan/Pepper are very excited to be attending the International Wolf Symposium hosted here in Minnesota by the International Wolf Center.  There will be lots of speakers and sessions featuring some of our favorite topics! Can’t wait to hear Dave Mech’s talk about “How Much and How Often do Wolves Eat?” or Dan Stahler present “Rise of the Black Wolf: Evolutionary History and Selection for the Black Coat Color Gene in North American Wolves.” And we know you all want to know “Where and How Are Wolves Ambushing Beavers?” We will share what we learn on Facebook, Instagram and Twitter.

- Dave Schaller (loboLoco), WolfQuest Producer

Related links:
* FAQ’s http://www.wolfquest.org/bb/viewtopic.php?f=97&t=83157
* Ride of the Wapiti: https://youtu.be/roTLFyRGfkY

Players Say the Darndest Things (part 5)

Here are some amusing chat bits from the game reports that make us laugh.

Someone is Getting Coal from Santa this Year


player: ok hope are elf dont move

Can I Have That To Go?


player1: DONT EAT THE JOURNEY ELK DAISY

Cougars Swipe Left


Game Name: TinderForWolves

Eternal First Dater


player: ""I'll show u the fun in romance""
player: /He picked Lola up and dumped her in the water/ "

Great Game Name


FangsOfDetermination

Pack the Knife


Game name: PackVSPackRP|Sinatra
(OK, you probably won’t get that if you were born after 1970…)


Middle School Blues


player: is this even a RP at this point?))
player: i feel like i'm sitting alone at a lunch table over here))"

Too Busy


player: Sorry I don't hornny right now try again later.

Reported!!


Player: Cats are ugly

And Into the Fire


player1: Male/1.5yrs/loves his brother/eccentric/prefers to run from troubles/sneaky/pansexual >>
player2: what's pansexual
player2: -: ?
player1: they like frying pans) "

Problem Solving Clan


Popcorn: Hello
Whitepaw: its a warriors rp
Whitepaw: Warrior cats
Whitepaw: rp
Popcorn: I don’t know what warrior cats
Whitepaw: Well
Popcorn: Can I make me in Warrior cats rp
Whitepaw: just make a cat called like, Leaf AND THEN add another name at the end.. so like >
Whitepaw: Leafheart
Whitepaw: or
Whitepaw: Leaflight
Whitepaw::LeafStream

Popcorn: I want my name
Whitepaw: Well
Whitepaw: its a warrior cats Rp
Whitepaw: and not for cats called Popcorn
Popcorn: I don’t know Warrior cats
Voxe: Maybe it’s a kittypet XD
Whitepaw: Lol
Whitepaw: Yea
Whitepaw: your a kittypet then "
Popcorn: Ok

The Eagle Has Not Landed


player1: Hold on
player1: Eagle D:
player1: Or not?
player1: It poofed
player1: O Bejesus D;
player1: It kept teleporting xd
player2: t e l l
player1: Flip no, Admins will find out and fix it :/ [We’ve got a rogue eagle in sector six. Dispatching team now.]"

Insult #1


player: ur farts smell bad

Insult #2


player: Everywhere you are is misery

Insult #3


player: I’ll just recite everyone’s name and that’ll be our dose of stupidity.

Death is Cheap


player: Y'all are gonna be disappointed with the xp he gives us

When Your Pack Lacks a Certain “je ne sais quoi”


player1: Howl
player1: You also need to howl
player2: Nope
player3: can't rally with someone dead
player2: Just two play bows or two tail wags is enough "

Slaves Needed


(an email request)
Can u guys make its so that stranger wolves can join your pack if they are submissive? That will help as I’m always running around marking territory, feeding pups and hunting, I can’t spend time with my mate or pups"

A Wolf in Cat's Clothing


Game name: Warriorcats|roleplay
Wolf has entered the game
Server hosted by Sunstar

Sunstar: (Heyo!
Wolf: Can I be a female alpha or a male alpha please
Sunstar: (Uhm.....did you read the server name?
Wolf: I didn't see it
Sunstar: (Right....Well This is a warrior CAT roleplay so...
Sunstar:(Stophowling -_-
Wolf: ok"

Finally Got a Sitter!


NoKidsElkfarmAndChat

Creating Work for Therapists


player: can you name one of the pups the fat one?

Are Wolves Even Allowed on the Couch?


player: I want to go into wolf psychology when im older.

We All Need That, Sister


player: She ate the bit that was left then laid down, she needed to rest from her emotions *

When Your Wolf Hunts and Pecks


player: I’m sincerely sorry for my fowl playing.



If you like these, see also:

Players Say the Darndest Things (Part 1 ) https://steamcommunity.com/games/431180/announcements/detail/1452833203688178908

Players Say the Darndest Things (Part 2)
https://steamcommunity.com/games/431180/announcements/detail/2921010321253375265?insideModal=0

Players Say the Darndest Things (Part 3) http://steamcommunity.com/games/431180/announcements/detail/1643119540028916977
Players Say the Darndest Things (Part 4) https://steamcommunity.com/games/431180/announcements/detail/3227265939326956732?insideModal=0
And there are plenty more on the WolfQuest Community Forum at: Secret Life of WQ Admin at WolfQuest.org

Bite Club: Refining the wolf fight (Devblog)

https://youtu.be/B0PNQDS48_I

We’ve made good progress with the new wolf fighting game mechanics that we showed a few weeks ago, working on both the larger fight scenarios (what happens when you win or lose a fight) as well as the actual interactions between the wolves — which has definitely posed some challenges. I’ll let Tommi describe them:


You may have guessed it but this was harder than you'd think. There's a reason why computer games generally steer clear of hand-to-hand physical struggle such as wrestling, in favor of quick punches and swings of a sword, or better yet, safe shooting from a distance. With those, you don't need to worry too much about matching the body movements of the two combatants beyond being kind of in the general area of each other. But we wanted to have those teeth really bite into the other wolf and make it look good. To achieve this, we needed to use several methods together:

1) Inverse Kinematics
This is the technical term for when, after applying animation, a character's body is modified to better match its environment. The classic example is walking on stairs. A standard walking animation is made for flat land, so using that, as is, on stairs looks bad. So IK is used to lift a foot (or lower the other) to match the stair it's standing on.

We use Inverse Kinematics for various things, but in case of fighting, the interesting part is IK on the jaws. As you bite into an opponent, and it struggles, your teeth follow the animated bones of the opponent, creating a seamless contact without having to animate everything in sync. Unfortunately, our IK solution, Final IK, has no standard solution for biting, so we had to come up with our own, and it's pretty delicate to get working right when biting different bite points of different animals of different sizes, while they're playing different struggle animations. But I think we've got most of the oddness sorted out.

2) Bite Points
Because of the reasons described above, it would be quite difficult to make it possible to bite any arbitrary place in a body. And it also happens that in reality, some parts are simply better to bite than others. So we defined a number of Bite Points for each animal, 6-8 per animal. We had to carefully choose and position them to match our animations — if the bite point is, say, too much higher than the animation assumes, the IK is pushed past its limits and looks stretched and distorted.

Another fun little problem was determining how the Bite Point gets chosen when you attack. On the surface, it's simply based on the angle between the attacker and the defender - the closest Bite Point more or less. But should you get the neck only if you attack directly from the front — say, with a 20-degree tolerance — or should you be able to attack it from the side as well? We ended up giving it a fairly wide range, but that means a smaller range for other bite points. And what if the defender spins around just as you're about to bite?

3) Attacker placement
Once we know which Bite Point we'll bite into, we need to determine where the attacker's body is going to be. It would seem obvious - wherever it was when the bite started. But, you guessed it, that may not look good. If you're, say, coming from the front of your opponent, but the Bite Point has been set up so the wolf will bite towards the right, the head will end up awkwardly twisted. So we had to define angle limits for each Bite Point, within which it looks at the very least OK, and then shift the body there if needed. Somewhat clumsy but hidden well enough by the animations and the hectic nature of the melee.

And then we also need to keep the wolf's pivot at the right distance from the Bite Point, so as the opponent — and with it, the Bite Point — moves around, the IK doesn't end up stretched or crumbled up. So the attacker tends to move back and forth and sideways in sync with the Bite Point, again hidden away by the animations.



As Tommi was working on all that, our wolf artist Steve created a set of fighting animations for attacks and defenses. We still have some fine-tuning to do, but overall the fighting gameplay has come a long way since the first video we posted!

Next we will apply everything to combat with other competitors such as bears and cougars. We will also use these techniques for interactions with larger prey.

Some questions answered:
* Yes, you can now fight with stranger wolves.
* No, we will not be adding wounds and lots of blood.  We are mindful that WolfQuest is for a wide range of players (and parents). Also, our wish list has so many other things we would rather spend our time and budget on than gore.
* Yes, fighting coyotes will be more interesting than in WQ 2.7.
* No, you can’t fight your mate or hurt your pups even if they really annoy you.  For better or for worse, they are family.
* Yes, an optional PvP will be coming to multiplayer in the future!
* No, you can’t kill bears in the game since this is so unlikely in real life. Wolves just don’t kill bears. But yes, bears can still kill you.
* Yes, a new cougar model is coming.

Stand Out From the Pack! (Devblog)

https://youtu.be/41Zg1yNdyJg

We’ve finished setting up the customization options you can use to create and modify your wolf, so let’s take a look at that in today’s video. Many of these are the same body modifications as in WolfQuest 2.7, but we’re using a different method for them in WolfQuest 3: Anniversary Edition which will allow more variety. Now you’ll be able to mix and match as many modifications as you want! Not only that, you can adjust the degree of each one to create a more unique wolf.

* Coats: We still have five basic coats, but we created those textures way back in 2007, so they’re overdue for an upgrade. We’re remaking all five coat textures, and here’s the first one, replacing the old Tawny wolf coat. As before, you can adjust the tint of the coats to create lighter or darker variations. All the other coats will still be available as well (and on mobile, your purchases will carry over to WolfQuest 3). Please note that WolfQuest 3: Anniversary Edition will not have additional coats, but we know that many players would like more and are considering options to add more in the future.

* Eyes: As we showed in an earlier devblog, you can choose and tint your wolf’s eye color to create a range of accurate eye colors found in wild wolves, from gray to yellow (with the palest of yellow-green) to gold to brown. See the video and read the post: “Eye of the Beholder” at https://youtu.be/7EpcPZOUhgA

* Howls: Based on our poll from a few months ago, every howl in WQ 2.7 is loved by somebody, so we’re keeping all of them — and adding a lot more! Not only that, but your wolf will have two howls, a primary and a secondary, which you play by tapping the H key or Howl button once or twice. Rallies just got a lot more melodious!

* Ears: We have the same choices of ear customizations (torn, bent, flat, and notched) but not only can you modify the degree of each, now you can combine them, as you like.

* Body: Along with the radio collar option, you can now adjust your wolf’s neck ruff, body mass, tail fluffiness, and even fine-tune the mangy tail options. As before, male wolves are larger than female wolves and you can still vary the size using the strength stat slider.

* Stats: Same as before, with sliders for strength, stamina, and speed.

* Personality: Your actions are how you convey your wolf’s personality in the game, of course. But now you can set your wolf’s personality traits using the same scales assigned to the NPC wolves (bold-cautious, social-loner, energetic-lazy). These settings will then be used in the WQ genetics system and will combine with your mate’s stats to help determine your pups’ personalities.

To learn more about these systems, see the videos and posts:
* “For Better or For Worse” (mate AI and personality) at https://www.youtube.com/watch?v=bRQsAh1ENKc
“Genes Behind the Scenes” at https://www.youtube.com/watch?v=wV-Dd_ror8g
* Bio: Finally, you can write a short biography of your wolf that other players can see in the Pack Stats panel in multiplayer games.

Thank you all for your ideas and feedback that helped guide us as we’ve updated the wolf customization system for WolfQuest 3: Anniversary Edition!

WolfQuest Giveaway Contest! September 2018


It's time for WolfQuest's monthly contest to win a free copy of WolfQuest 2.7! Four lucky winners will receive a free copy of any version of the game (Mac/Windows, Android, iOS, Kindle). Enter on the WQ forum at WolfQuest.org/community or

http://www.wolfquest.org/bb/viewtopic.php?f=31&t=84556

Playing Dead (Devblog)

https://youtu.be/yI5uJNSXkvA

Death has always been cheap in WolfQuest — it’s pretty easy to kill most animals, and easy to be killed. We’re changing that in WolfQuest 3: Anniversary Edition to make the game more realistic — but of course we still want it to be an enjoyable game, so we need to find the right balance.

What we’re changing:
* Your wolf will be tougher and harder to kill. It’ll take a lot of damage to push the Health meter down to zero. (And instead of eating to restore health, you can simply rest and sleep as it recharges automatically.)
* Other animals will be tougher and harder to kill. You won’t be able to kill a coyote with just a few bites anymore, and big prey like elk will take a more prolonged and concerted effort to kill — but we think the improved gameplay will hold your interest. (Hares are the exception, still easy — if you can catch one!)

But the wilderness is a dangerous place and it’ll certainly still be possible to get yourself killed. So we’re thinking about how to handle respawns. First, we will have a Ironwolf option for the player-wolf. In Ironwolf mode, auto-saves and manual saves are disabled, so dying ends the game for you (but doesn’t delete your wolf, so you can start over with that wolf if you like.) We are very excited about how this will change the entire game, making every encounter more dangerous. (We will also have a permadeath option for your mate; if they die, you’ll have to go it alone or find another mate.)

But we know that many players don’t want that kind of stress, so Ironwolf will be disabled by default. You’ll be able to enable it in Game Settings, alongside the usual difficulty levels.

Without Ironwolf enabled, death won’t be the end of things for you. But because it will usually require fairly reckless or careless behavior to die, we are thinking about imposing a penalty for dying. What kind of penalty? Some possibilities:

* Respawn at a spawn point. We’ll have multiple spawn points due to the much larger maps, so we can respawn you at the nearest one, but it’ll usually be a fair distance from wherever you happen to die.
* Reload the autosave — but autosave less frequently, so you lose more progress when you respawn.
* Lose some XP or similar.

We’d like to know what you think, so please vote in the poll at the end of the video, and/or comment below with your preferences and any additional comments or suggestions. Thanks!

Multitasking on the Move

https://youtu.be/WEowyce7GUI

Here’s minor new feature that will help your wolf communicate. The technical term is “animation mixing” but you can think of it as multitasking for your wolf. At long last, you can wag your tail while on the move! Or show a dominant tail while trotting! Or a submissive tail while fleeing. Now you can grin, whine, or growl without stopping because all of those emotes will now keep playing even if you start moving — just like a real wolf can do!  New players probably won’t appreciate such a natural ability–of course my wolf can do more than one thing at time.  But players accustomed to the current, simpler system (only emoting while stationary) are going to love this additional freedom.  

As with every simple idea and, in this case, the fairly basic technical implementation, there are always complications. Some don’t appear until you’ve spent some time thinking and working on it [selects whining emote while testing]. We’ve worked through most of those now and we can’t wait to see the new ways players communicate!  

And we have one empty slot in the Tail emote panel, so we’re making a new tail wag animation: higher and more confident. If the WQ team had tails, that’s how we would be wagging today!