So many bodies… Who’s next?
This video was released in conjunction with Wayward Alpha 1.0 being released.
The very first public release is now out for your enjoyment and consumption!
Play it here: http://www.unlok.ca/wayward/
Some screenshots of what to expect:
Some of the initial features for this early release:
- Tons of bugs, probably.
- Infinite dynamically generated terrain and environments.
- Skill and stat based character progression with attributes based on skills and equipment.
- 5 monsters, 10 tiles, 10 crafting recipes, 5 environmental items, 35 items.
- Usable/edible items with double clicking. Dig up items with the shovel. Eat mushrooms! Drop dirt over water!
- Dropping/planting items with right clicking. Plant and grow mushrooms!
- Environmental items that grow and spread; mushrooms, flowers, etc.
- Monster combat and basic AI.
- Resource gathering and a unique discovery crafting system.
- Canvas/HTML5 gameport rendering with particle effects.
- JQuery/JQueryUI based movable windows/interface with drag and drop capabilities for items and equipment.
- SoundManager2 based sound effects and audio.
- Minimap to help exploration.
- Left hand is equipable.
I think my voice is getting creepier. In this video I show you a lot of the work that I have been putting into this project and game. Many systems are now implemented, so now it’s about fixing bugs, adding content, and more importantly making the game, a game (as per my design doc). This was before Wayward had a name.
Here I showcase some of my early graphical ideas on the engine. Closer to the end of the video, I display what the engine looks like to date. Featuring movable, sortable inventory and crafting boxes via JQuery UI and my “overlapping grid” tech for sprite work. This was before Wayward had a name.
In it’s current form it’s a roguelike/RPG grid-based engine with resource gathering and movement-based monster movement (turn taking). This was before Wayward had a name.