Wayward Alpha 1.3 Released

As always, you can play it at the normal place/link:
http://www.unlok.ca/wayward/

I code-named this release “Gameplay” because many of the changes were in effort to help aid game mechanics and an overall increase in fun/enjoyment. There’s quite a lot of tweaks and fixes in this release as well. Read them all, over on the Changelog.

New to this release is the ability to download an offline version. For some reason, even though I am making a browser-based game, people would still rather download it… then… run it in their browser anyways? Not sure about that one, haha. Download it here.

The biggest changes in this release is the re-introduction of procedural world generation, changes to the goal or “win” mechanic, monster spawn scaling (rather than monster difficulty scaling), and overall less grinding. As always, I’m already looking forward to the next release where we will see a huge amount of new items, recipes, and other content.

This release also features some amazing artwork from Dusty Melling. There’s a few of them to see for yourself in the game.

A Fond Farewell to the World Map

Coming up in Alpha 1.3, we will be departing with the much beloved, world map. It’s replacement is procedural generation. Unfortunately procedural generation won’t replace everything – that special designer’s touch will be missing, something that code can only attempt at imitating. Furthermore, in Alpha 1.3, caves and dungeons will be missed the most, as they won’t be here anymore. Although I plan to add them back in, in some form in Alpha 1.4 and beyond.

In memory:

A Fond Farewell to the World Map

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