Experiments with FOV/LOS/Dithering

If you’ve missed our last social updates with the field of the view, line of sight and other lighting things, here’s a handy history of stuff since our last progress video:

I’m here tonight to showcase some new experiments done by Sassafrass that plays around with a neat dithering effect. We have also done away with the limited black radius around the character, and re-added the mini-map functionality, in a new way, while zooming out. There’s also some lighting changes thrown in for good measure. Without further ado:

Dithering Preview #1 - Daytime

Dithering Preview #2 - Daytime

Dithering Preview #3 - Night

Dithering Preview #4 - Cave

Dithering Preview #5 - Cave Lighting

Wayward Developer Log #11 + Newsletter Updates

Beta 2.0 Progress Video

I do that thing I do and ramble on about the upcoming beta 2.0 changes.

You can view the full beta 2.0 changelog here.

Newsletter

Many of you have probably noticed a subscribe option on the site when commenting or registering. I was eventually going to use this feature to mail out announcements and the like.

Unbeknownst to me, this wasn’t actually saving any data, so it looks like we are going to start over. If you want to keep in the know on everything Unlok and Wayward, then you can head on over here to subscribe:

Coming in Beta 2.0: New Graphics

It’s been awhile since I’ve done an update on the blog. As some of you know, I have been streaming Wayward development quite a lot, but otherwise, I haven’t been doing the proper blog updates. A lot has been done for 2.0 so far, and while we are getting close, there’s still a long road ahead from the looks of it. For day to day updates, make sure to check out the Trello Todo page. If you want to see how much work has gone into 2.0 so far, make sure to scroll through the giant “Done” list. Wayward is not dead.

You may also notice the immediate Wayward team has grown a bit in the last little while. We now have 5 active contributors with us:

  • Sassafrass (Programming)
  • Spacetech (Programming)
  • Dusty “Goaticide” Melling (Illustrations, Art)
  • Vaughn “Drath” Royko (Design, Programming, Art, Sound, Public Relations, Website)
  • Richard “Orillian” Hobson (Programming)

But enough about that, here’s a preview of what Wayward looks like so far in beta 2.0 through the help of the new Wayward team! Keep in mind, it’s still a work in progress (no lighting/no line of sight).

Beta 2.0 Graphics Preview #1

Beta 2.0 Graphics Preview #2

Beta 2.0 Graphics Preview #3

Not only does it look better with all of it’s fancy tile-mapping and new graphics, it also performs better. Wayward has moved to WebGL, making rendering blazing fast. None of this would be possible without the help from Sassafrass, Spacetech or Goaticide, so special thanks for them are in order.

Stay tuned for more “Coming in Beta 2.0” posts.

Coming in Beta 2.0: Gathering Overhaul

Sometimes less options are better, as we’ve come to find out with gathering.

I gave every player the option to gather with any item they wanted. Which lead to confusion and unwanted cases where torches, shields and other valuable items were sacrificed unknowingly. Coming up in 2.0 we will see gathering get an overhaul.

1. “Gather” is now a specific item use. If you do not have a “gathering” item equipped, then you will use your hands. Things like torches and shields do not have gather capabilities.

Gather Use

2. Gathering no longer randomly chooses a hand. If your right hand has a gathering item, it will use that. If not, it looks at your left hand next.

3. There is now a text-based and sound feedback when the tool you are using is effective or not for the certain type of gathering you are performing.

4. There is a new “gathered” message type visible in messages instead of simply “picked up” which was used before.

Gathering Effectiveness

5. Adding an option to gather with a non-equipped item.

Gather in Item Menu

6. A bug was preventing higher tiered tools from benefiting gathering at all (besides durability). Now the attack value, mixed with the effectiveness from each tool will be used as extra chances at gathering. For example, using an Iron Pickaxe (+6 attack) for mining will give you the chance to get up to 8 items from a single gather. If you tried to use that same tool for lumberjacking, it would give 2 chances (it’s not effective for lumberjacking). 2 chances is the base amount for gathering with any tool, which is why the Iron Pickaxe gives 8 (6+2) for mining.

Have any other ideas on how to improve gathering?

Freezing Be Gone!

Some of you may have been experiencing some slow down and freezing with the latest 1.9.2 downloadable copy of Wayward. Rejoice! Porting over to the latest node-webkit has shown both an increase in performance and a stop to all the freezing some people were experiencing. This was only reported for Windows and OS X users, so this update only applies to those two platforms. Unfortunately the new node-webkit crashes Wayward in Linux, so Linux users will have to wait for beta 2.0 or the next node-webkit version if there is indeed some problems. Simply re-download and enjoy!

Downloads:

In other news… well, I plan to talk about some new beta 2.0 information coming up in a later post. For now, check out the new layout for the mods. If you haven’t looked in awhile, there’s some new or newly updated mods by various community members.

Wayward Beta 1.9.2 Released!

Beta 1.9.2 Promo

In 1.9.2 we are seeing a deepening of the combat system and potential strategies in regards to armor having different resistances and vulnerabilities. This follows the same model as damage types for your weapons against monsters; now monsters also have a damage type or types against you and your equipment. Combat messages will reveal if you are properly equipped to take on each foe, just like in the last version where it displayed if your weaponry was effective against them.

This will most likely be the end of the line release before beta 2.0, which will ideally see the long-awaited Steam release. There’s still a lot of things up in the air about that, so I can’t reveal or comment on too much of it.

Play Online:

http://www.unlok.ca/wayward/

Downloads:

Bugs

Fixed a bug where:

  • The offline/downloadable clients would not allow mods to be loaded (node-webkit issue).
  • Quality of tiles did not transfer between setting down and digging/gathering them back up.
  • Slime Gelatin would decay into Rotten Meat.
  • Magical “Essense” typo fix.
  • Attack and defense values would not be updated after an un-equip.
  • When attacking a creature, you will no longer also pick up items from under it in the same turn.

Improvements/Changes

  • Water routing ability (digging adjacent to water) and chances now depend on how much water you are trying to route and dig from. If the pool of water tiles is too low, it will not be able to spread naturally; however, above that, the chance for water to route is based on the amount of water tiles in the pool. The more water, the easier the water is to route.
  • There is now a 32 and 64 bit versus for the offline OS X version of Wayward (previously only 32-bit).
  • Fixed the tile/world perspectives on Forge and Anvil and Wooden Chest and a few other miscellaneous graphic edits.

Armor now has specific vulnerabilities and resistances and monsters now have damage types to be used in conjunction.

Armor Resistances/Vulnerabilities

Attack and defense labels now have hover-over information which includes a more in-depth break down of damage types, resistances, vulnerabilities and skill bonuses for each.

New Defense/Attack Hovers

Transmogrify, Repair, Reinforce, and the new “Preserve” now show up in each item menu to specifically perform item on item action instead of having to drop the item on the ground to perform the actions.

New Menu Item Actions

New

  • A new “Preserve” ability has been added to be used on extended the life of foods.
  • A few new items including a unique, rare weapon and a new resource (and tile).

Wayward Island Kingdom

By: JamesIII

While this is not technically a mod (it’s a save game), the world JamesIII has formed and created provides hours of exploration fun. Download these and load them with Save/Load from File.

Read more about these save games and descriptions for each on the forum. Some older saves will only work with older game versions.

Wayward Island Kingdom 15: Thalassophobia (1.9.1)

Welcome to the next installment of Wayward Island Kingdom. This release will showcase some simple gathering quests and has a few rules to make things interesting. You are asked not to venture past shallow water until you locate the raft and gold. Destroy sandstone rock to follow the intended path and find treasure on the wayward island. You should be able to collect all items and reach the end of this game without any crafting. The quests are broken into Primary and Bonus Categories. Only the Primary quests must be completed before you may use the raft. Pat yourself on the back if you can complete all of the bonus quests as well. The same items can be used in multiple quest counts.

Primary

Basic Tools: Locate the bow, the stone axe, the stone shovel, and the stone hammer.
Suit Up: Locate gloves, a helm, a gorget, a chest, a belt, leggings, boots, a shield, and a boat paddle.
Amber Hunt: Locate 6 pieces of amber.

Bonues

The Lesson: Locate 10 instructional scrolls.
Stone Cold Killer: Locate 7 stone knifes (no cheating).
The Dueces: Locate 2 stone hammers, 2 corded slings, 2 iron ore, 2 limestone, and 2 talc.
Scavenger Hunt: Locate the thistle seeds, a rope, a sundial, some sharp glass, a red mushroom, and some cotton fabric.

Once you complete all quests, raft to the boat with black sails and claim your prizes. For a final quest, locate all 5 treasures on the maps from the boat.

Download Save

Read more…