No Screenshot Saturday/No Updates?

I know, what’s up with that?

Well, for this release, most of the stuff I am working on is back-end, tweaks and other fixes, so really, there’s not really all that much to show off visually. As for the updates: I have been doing weekly and sometimes daily updates via the changelog. If you want to be notified of anytime it is changed, just subscribe via your email at the bottom of the page.

As for a current update: I am trying to figure out what is causing slowdown on late-game (on some machines, on some browsers). Also known as, the most boring part of making a game.

Wayward Alpha 1.2 Released

Yep, that’s right, it’s finally out! Since you’re already here on the website and everything, you probably know how to play it already, and you may have already done so. But if not, play it HERE. Or not, whatever man.

If you are interested in the changes, read about them here: Changelog. As always, I would love to hear what everybody thinks about it.

Here’s some (not the most exciting) promotional images:

Screenshot Saturday: LOS/FOV Mock-ups

Last month at some point I was working on my line of sight or field of vision system. I was struggling with what I wanted to do visually with it. I made a mock-up to help me decide. I’m still not really happy with any of them at this point, but I will keep chipping away at it.

LOS/FOV Mock-ups

Screenshot Saturday: World Generation Improvements

This week I had some inspiration with a lot of the things that were bugging me about where I last left off with the terrain generation. I had an idea instead of doing a bunch of different passes to add stuff like rivers, mountain passes, biomes, swamps and more, to just instead generate another map on top of it and use differences between the values to create all the new stuff. I’m glad to say this all happens in a 512×512 area under one second, so it’s good enough for speed as well. The end result is a much more seemingly hand-crafted world, that actually isn’t – that’s exactly what I wanted.

Screenshot Saturday: World Generation Improvements

Wayward Blog & Wiki Now Live!

As you can see by this post, the Wayward blog is now live and┬áenabled. As you may also notice, I went through all my old announces, releases, videos and screenshots and did a back catalog for posterity sake. As I realized, I should of had something like this running quite some time ago so people can make sure that I am actually doing “stuff” on Wayward, haha. I don’t expect to do a lot of in-depth┬átechnical┬áposting here unless somebody asks – I try to save that effort for when I do my developer log videos.

I have also set up a community-editable wiki. Please help contribute if you can! Especially with the Items and Skills pages. This has been a top request by many testers and players. “How I mine for fish?

Expect a lot of rough edges on these new portions of the site as I continue to develop them.