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Wheel of Fate News

The Virgo 1.4.0 Update -Full Release

Virgo 1.4.0 Update

Quests
  • Added new basic quests/jobs
  • Added highlights for completed quests
  • Updated quest journal descriptions
  • Cleaned up quest UI
  • Adjusted side quest icons above NPC heads
  • Added Kazen companion quest
  • Updated side notification system
  • Fixed issues with NPC quest markers
Crafting updates
  • New crafting system with new recipes that reflect crafting components better
  • Added recipes that can be purchased in shops
  • Added Enchant Catalyst item so the player can enchant their own items
  • Town
  • Town hall decorations update
  • Town hall unlockable achievements update
  • Fixed issues with town members not staying dead or jailed
  • Added more town hall armour holders
  • Removed weather effects while inside of buildings
  • Removed inconsistent townsfolk dialogues at game start
  • Added nighttime skybox
  • Removed ability to generate ingots while paused
Dungeons
  • Added visuals for various item pickups
  • Adjusted clipping flowers in Kismet’s Fall forest
  • Added loot to Kismet’s Fall forest
  • Adjusted collision points in labyrinth

Game interface
  • Upgrade UI
  • Updated level up system for clarity
  • Controls customization menu can now be exited with ESC
  • Journal can now be exited with ESC
  • Cleaned up transitions throughout the game
  • Updated tutorial images with new interface
  • Updated sound banks
  • Updated pop ups when hovering over items
  • Removed mouse visibility when using controller
  • Updated AR interface to be more clear when to press
  • Updated pause menu and wheel cutscene to make things easier to read
  • Increased town management cursor speed
  • Fixed issue responding to multiple inputs at the same time
  • Made player’s lamp show in dungeons and never inside
  • Fixed inventory HP cutting off
Battle
  • Added stun effect to Disarming Strike
  • Fixed issues with poison, burn, confusion and knockback
  • Added different camera angles to combat
  • Added lights to wall in battle scene
  • Added better loot for boss chests
  • Updated effects of skills such as poison, knockback, confuse, daze, etc.
  • Fixed issue where combo attacks would continue after enemy is defeated
  • Adjusted boss aggro
  • Included cast time in battle UI
  • Cleaned up end of battle screen
  • Multiplied health levelup boosts by 10
  • Shrunk health rings in combat
Items
  • Added ‘Scroll of Recall’ with ability to teleport to dungeon entrance
  • Removed unusable ‘Hell Demon Horn’ item
  • Bug fixes
  • Adjusted dialogue scene animation
  • Fixed town invasion bug causing game to freeze
  • Fixed town hall chest and inventory bug
  • Fixed bugs with Otto while in the sewers
  • Fixed sewer bomb quest bugs
  • Fixed mayor tutorial bugs
  • Fixed fast travel issues
  • Fixed inventory pop up bug
  • Fixed barks blocking cutscene dialogue
  • Fixed music cutting out
  • Fixed wind push back bug
  • Fixed game crash during squabble fights
  • Fixed overlapping characters in inventory menu
  • Fixed speed bar inconsistencies
  • Fixed menu bugs when using controller
  • Fixed falling speed inconsistencies
  • Fixed NPC interaction
  • Fixed NPC movement inconsistencies
  • Fixed flicking texture on foundry
  • Fixed battle choice selection inconsistencies
  • Fixed crafting bug which resulted in cloning items
  • Fixed double-clicking on item issues
  • Spider enemy VFX adjustment
  • Fixed issues with town navmesh and colliders
  • Fixed issues with monster elements
  • Fixed issues linking NPCs to jobs
  • Weapon stands not displaying properly bug
  • Removed maximum 500 transfer limit
Townsfolk AI cleanup
  • Added motion blur to wheel spin cutscene
  • Fixed some game settings variables that didn’t set or save properly
  • Fixed issues with menu navigation
  • Fixed inconsistent levelup numbers
  • Fixed lag spike before cutscenes
  • Fixed inability to open Fate Watch in dungeon
  • Fixed issues with town management tutorial section
  • Fixed unbuilt barricades still stopping invaders bug
  • Added ability to skip end cutscene



Official Launch Prize Raffle

Hi Everyone!
In celebration of Wheel of Fate’s Official Launch in two weeks, we’re kicking things off by giving back to the community with an official launch prize raffle!
Winners will have the chance to win a combination of prizes ranging from Wheel of Fate posters, hoodies and keys! The raffle officially starts at February 1st @ 12:00PM EST and will end on February 12th @12:00PM EST. To enter, go to THIS live tweet then follow @WheelofFateGame, like, and retweet!

Unlike our previous raffles, this raffle will feature multiple winners and prizes up until the final Virgo 1.4.0 game update is released! We will be announcing a winners and prizes based on the following schedule listed below:
  • Wednesday, Feb 3 @12:00PM EST - Prize: Wheel of Fate hoodie
  • Friday, Feb 5 @12:00PM EST - Prize: Wheel of Fate steam key
  • Monday, Feb 8 @12:00PM EST - Prize: Wheel of Fate hoodie and poster
  • Wednesday, Feb 10 @12:00PM EST - Prize: Wheel of Fate steam key
  • Friday, Feb 12 @12:00PM EST - Prize: Wheel of Fate steam key, hoodie and poster

Cheers!

UDX Team

Official Launch Countdown

Hello Fateful Fellows!
The Earth continues to cultivate new developments and rejuvenate remnants while hidden beneath the glacial shroud of Winter. As the icy frost thaws, the nurturing caress of spring blooms exciting announcements...

Wheel of Fate will be officially launching on Friday, February 12th with the Virgo 1.4.0 Update!

To celebrate this grand event, we’ll be counting down the days with special new content and prize giveaways! Be sure to follow us on twitter @WheelofFateGame to stay up to date and join in on the official launch countdown!
Thank you for continuing to support and follow the development of Wheel of Fate!

Cheers!

UDX Team

AMA: Daniel Vivona

Hey Everyone!
Do you have questions about Wheel of Fate? Are you feeling lost and want some career advice? Or maybe you’re just a curious individual and want to ask anyone anything!

Wheel of Fate will be returning to Reddit for another AMA event. Join us with all your questions on Wheel of Fate, game development, artificial intelligence and anything else you’re curious about!

Daniel Vivona, the founder of UDX Interactive will be answering questions this Friday, January 29th from 9:00AM - 5:00PM EST.
Check out the AMA session HERE!
Cheers!
UDX Team

Game Design: Dungeons

Hi Everyone!
Hopefully, you’ve gotten through the first month of 2021 in one piece! You know what they say, “As one door opens another one … opens!” This is atleast the case for dungeon doors.
One of the core elements of our Wheel of Fate game is the replayability of our ever changing dungeons. For this game design spotlight, we wanted to bring to light the thought process and logic surrounding these mysterious ruins.

Here’s a deep dive into the game design behind the creation of Wheel of Fate’s procedural dungeons!


What was the most difficult part of creating the dungeons?
The most difficult part of designing the dungeons was piecing it together. By that, I mean we had a clear vision of the dungeon system we wanted, had modular dungeon pieces and a working AI but it was a matter of connecting each operation.
We had to make the AI capable of generating these unique dungeons based on player choices that it has observed. In addition, when there’s this much variability and combinations it makes testing very difficult. It’s hard finding solutions to weird problems when you’re still working on recreating the issue described.

What are the dungeon doors with rocks over top of them?
So each modular dungeon piece is designed to have four ‘doors’ by default and the rocks are the AIs solution to fixing this. The purpose of this four doors design is so that they can be continuously combined with other modules. One module can have all four doors linked or based on your spin it’ll only have 2/4 doors available which is when the AI implements the ‘rock collapse’ to block those other doors.

What do you feel could be improved upon on the dungeons?
Whenever I’m asked this question, I’ll almost always think ‘everything’ haha. Specifically for the dungeons I would want to improve the level design, tile sets, and revamping what’s there already. There’s certain areas I like and areas I don’t like at all. However, my main focus would be in redoing the level design so that there’s more difficulty variability between areas and based on spins.

Which elemental dungeon is your favorite? Which is your least favourite?
Similar to the earlier game design blog post about the 4 races of the World of Providence, I like all four elements for various reasons so this is a hard question to answer.
For the entrance way and aesthetic, I think the coolest ones are the changes made with the wind and fire elements. Water and Earth have really cool elements to them as well. The creatures for the water element have a great design. My least favorite is likely to be Earth since I’m not a fan of the particles and how dust and dirt is coming out of the torches.

How did you design the dungeon traps? Ex. conveyor, spikes, elevators etc.
Basically, the game design team had a list of trap concepts and set up videos of trap rooms to try out the various types. There were so many traps possible that were filtered through. Primarily, we chose the traps based on their compatibility with the AI, limited player displacement and overall variability. The traps had to be able to work with the AI in that they had to be able to be placed without breaking anything such as getting a player stuck in a wall or in a perpetual trap loop. The reason we wanted to limit player displacement was to prevent the changes of a perpetual trap loop which is when one trap knocks the player into another one and the cycle repeats itself continuously.
Lastly, we wanted enough trap variability to work with the AI spins. In Wheel of Fate, you can have a conflict, knowledge, fortune, industry and adventure influence. Knowledge, for example, will spawn for puzzle-like traps. However the traps still need to fit with the modules and themes despite the variability.

Could you explain how the AI creates the dungeons?
The AI for Wheel of Fate actually has a very sophisticated observation system. It observes the player choices throughout the game, even after the first spin it keeps learning about the player and builds on top of that. After watching what the player does, the AI influences the wheel based on choices which chooses the theme/element/tier. Then, the AI builds dungeons based off of the spin. Basically, the wheel spins, tells you what the spin is, and the AI generates stuff for what you get. This decision makes the seed of the dungeon, like a GMO, and builds out from choices. Module dungeon pieces are placed, the layout of dungeon changes and each room has smaller module pieces that also change. This is why the mini map will show you the rooms and number of doorways but the layout for each room does not necessarily matter.

How did you determine where to spawn chests and monsters?
It’s not really a choice. Based on predefined metrics, rules, and navmesh, the AI understands which areas are spots where things can happen and spawn. There’s a bit of randomness to it which is why sometimes you can have stuff spawning over a wall or over a cliff when boundaries are too tightly defined.

Did you have any plans to expand on the dungeon?
We have tons of plans to expand. Ultimately in a shorter time frame, I would love to redo the tile sets. If I could redo the whole dungeon, then I would redo each modular dungeon piece and add more. Each dungeon piece would get a new tile set and new level design. I would also refine the generation part of the dungeon and add more logic between spaces for a more interesting layout of the dungeon. This way the dungeons could be navigated but can still have interesting patterns. In addition, it’d be nice to have more specific pieces instead of generalized pieces but for now, most pieces are designed to be reusable due to limitations.



We hope you enjoyed this game design spotlight and got a better understanding of how the dungeons work.
How about you? What do you think of the dungeons? Be sure to let us know in the comments!

Cheers!

UDX Team