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Inspiration for the Wheel of Fate's Races

Hey there denizens of fate!

If you’re a writer, artist, or just about any content creator then, you have had to create a character and their backstory or lore. Most of us know that there are only four races that can be chosen in the Wheel of Fate game but there’s not much information regarding these races aside from their general descriptions.

Here’s a behind the scenes look on the inspiration and brainstorming process involved in Wheel of Fate’s four Races. Answers have been provided by Daniel Vivona, the founder of UDX Interactive.



What was the primary inspiration for each WOF race?

Majority of inspiration behind Wheel of Fate stems from the types of games that I liked personally and played throughout my life as a gamer. Although, the inspiration behind each Wheel of Fate’s race differed greatly. We didn't want classic D&D races, so we started our brainstorming process.
For the Ashar race, we knew we needed and wanted a human-ish race as an anchor which led to an ape-kin inspired species.
Notably, the idea of the Rovar race, based on bears came up during one of our brainstorming sessions.
The inspiration for Ikara came from just a unanimous feeling at the brainstorming table and inspiration by real birds in nature. Birds generally allude to freedom, nomadic behaviour from migration patterns, and an element of air compatibility.
Veikar was a compromise. We wanted something that represented power. Initially, we had considered creating an elemental race which changed into the Veikar when someone tossed in the idea of "dragon people". Everyone was on board with this idea and it led to the design we have today.


Why did you choose 4 races?

Even though we wanted to add more options, we decided to pursue 4 races because it was a manageable number to create. In addition, 4 is the party size for Wheel of Fate so we wanted the player to at least have 1 of each race.


What were the key characteristics you wanted in each race's character design?

Rovar was designed with the characteristics of calm, powerful, attuned to the world, and stoic. Although, we did not want this ‘calmness’ to be associated with weakness but instead strength and grounded like a mountain. The type of race where despite their calm nature, they would be a force to reckon with if provoked similar to most wildlife species.
For Veikar’s design, we wanted them to be powerful in arms and in magic and have an ancient feel to them. Their design was based on characteristics of honour, power, and aggression. The Veikar became a race that respects strength (mind or arms) and looks down on or pities other races not as strong as them. The Veikar’s ancient background led to ‘The first people’ lore; they’re strong but diminished and exist in smaller numbers.
Based on birds, the Ikara had a ‘go where the winds take them’ influence on their design. We designed the Ikara with the characteristics of elegance, speed, and agility. Eventually leading to a nomadic type race with strong hunters and mages.
Similar to humans, we designed the Ashar with human characteristics in mind which lead to the traits of Industrious, numerous, and adaptability in their race.


Which race is your personal favourite?

This is a hard question to answer since I personally like them all for different reasons.
Based on my character beliefs and playstyles, I would likely prefer Veikar with their characteristics of power, pride and fierce fighting ability in both combat and magic. But aesthetic wise, I think Rovar and Ikara have really cool designs. However, when I think about my usual choice for games, I usually play human type races which leads to a preference for the Ashar race. So as you can see, I’m sort of at a crossroads here.


What came first when designing the four races? The character design or the character lore?

Technically the character design came first. We decided exactly on the race itself that we wanted to add to our Wheel of Fate world. After deciding on what we wanted each race to represent, we moved onto the concept art and design then wrote the lore from there.
For example, we wanted bears. The bear species in our world. This led to multiple character concept designs which eventually created Rovar in Wheel of Fate.



We hope this answers some of your questions about the game development for Wheel of Fate. In addition, we wish you the best of luck for those of you who are creating your own worlds, games, and stories. You will find inspiration in the weirdest places so continue brainstorming openly and allow yourself to express your creativity.

Cheers!
UDX Team

Join us LIVE on Twitch.TV

Hello fine folks!
Oceans rise and empires fall! The triumphant are those who stand together above it all.
Community is the strongest fortress one can render. To continue building this community… We now have an official stream schedule!

Check out our official streaming schedule below!
Vicinity streams will always occur on Wednesdays at 8:00PM EDT


Venture streams will regularly be scheduled for Fridays at 8:00PM EDT or rescheduled to Thursdays depending on conflicting community commitments over the weekend. Any changes to the schedule for the week will be posted on the twitch.tv/udxinteractive channel description.


For clarification, Vicinity streams are community specific events. Stream content will range widely from Wheel of Fate production work, interviews, unique activities or community games. Some of our previous Vicinity streams have featured tarot card reading, Wheel of Fate comic drawing, party games etc. To get reminders and learn what’s planned for the Vicinity stream each week follow us @WheelofFateGame on Facebook, Twitter, and Instagram or join our discord for regular event reminders. Discord discussions and polls influence what will be planned for Vicinity streams and community events so be sure to let us know your preferences!

In contrast, Wheel of Fate Venture streams are game content focused. They will feature playthroughs, game highlights, game play dynamics and other activities involving the Wheel of Fate game. Venture streams will be regularly broadcasted on our social media.

Hope to chat with you LIVE!

Cheers!
UDX Team

Gemini Update 1.1.0 LIVE

Hello spirited travelers!

Over and over the wheel of fate spins to bring unfamiliar and capricious transformation. As the seasons change, so does fate. The Gemini twins bring double the blessings with this vibrant update. During these hot summer months, the development of Wheel of Fate has been in full swing. 

The Gemini update 1.1.0 is now LIVE!

As Gemini energy balances their two sides, so does our team in the 1.1.0  update. We looked into balancing out game stats and adding features to the town’s management system. Check out below to see some features you can expect to change and highlights of the 1.1.0 update!

Improved graphics

  • Added motion blur for attacks in battle mode
  • Improved environment graphics
  • Updated the player stats visual while updating attributes level up.
  • Updated runes in bottom right console 
  • Cleaned up capitalization, grammar and spelling errors in dialogue.
  • Cleaned up town level graphics


Town defense 2.0 update

  • Added guards to fight the enemies
  • Added multiple enemy groups
  • Added indicator for multiple enemy attacks
  • Added more consequences and improved graphics for buildings attacked
  • Polished pathing and attack patterns for enemy NPCs



New townsfolk barks

  • Made Townsfolk barks unique to wheel spin and which section of the main quest line the player is in. 
  • Townsfolk barks are personalized to game play choices.
  • Updated timer on how long barks will display


Improved town management

  • Made Fengris, the town steward automatically assigned to Townhall and not removable.
  • Improved tool for assigning NPCs to shops.
  • Assigning NPCs to shops will now keep them in their homes.


Shop updates

  • Updated the store inventory display - old inventory is gone and items are now displayed on tables out front.
  • Fixed store floating items
  • Fixed Characters and NPCs blocking the store view
  • Added healing pot descriptions to show the healing %.


New Trinkets
  • Added a lot of new stat trinkets 


Balancing

  • Balance changes to loot, XP, and equipment
  • Changed difficulty level for multiple encounters
  • Increased experience on multiple encounters


Transitions 

  • Cleaned up loading, spawning, and scene changes etc.
  • Fixed spawning underneath the town or in odd places.
  • Fixed music transitions between scenes and locations.
  • Fixed ‘stuck’ transitions when changing locations or scenes.


Miscellaneous

  • Main quest clean up
  • Made wheel spins unusable while in dungeons.
  • Added the feature to double click to equip
  • Added option to turn off helmet


Bug fixes
  • Made fate scrolls unusable until the first wheel spin to prevent major game play issues.
  • Fixed hover pop ups not disappearing.
  • Fixed bottom right console appearing during cutscenes
  • Fixed infinite fall state from being thrown from an elevator or jumping into a trap and being tossed into a fall scenario.
  • Fixed moving items into inventory with a controller.
  • Fixed collider issue with dungeon trap.



***8/8/2020 EDIT
  • Update 1.1.1 Released
    • Fixed bug - cut scene and player leaving the town resulted in the game freezing. 
  • Added clarifying points for Update 1.1.0 in sections:
    • Town Defense 2.0
    • New Townsfolk barks
    • Shop Updates


We’re hoping to continue designing the talking A.I. and polishing the game. In the meantime, we are continuing to look into fixing reported bugs and continue improving graphics. 

Got any feedback? Let us know! Any feedback from the community is greatly appreciated to make the most of our game development efforts! 




Thank you for your continued support in the development of Wheel of Fate. We hope to bring you some more news shortly! 




Cheers!

UDX Team

Wheel of Fate August Visual Arts Contest

Hey hey hey Artists!

As Dieter F. Uchtdorf once said, ‘The Desire to create is one of the deepest yearnings of the human soul.’ We at UDX interactive know that creating things is hard work! Which is why we wanted to appreciate the hard work of the creatives in our Wheel of Fate community and the game industry!

Join us this August in creating a piece for the Wheel of Fate’s Visual Arts Contest! The theme of the contest is Medieval RPG! You may choose any medium of your choice as long as it is visual and follows the rules listed below.


Rules of the Contest:
  • No offensive materials (personal attacks, racial slurs, misogyny etc.)
  • No politics and religion
  • No NSFW content
  • No personal information shared
  • Must be something that you created
  • Must meet the chosen theme
  • Must include the Wheel of Fate ‘eye’ somewhere in your art.



Here’s how it will work!
  • Submissions open Friday, August 28 12:00PM EDT.
  • Post your work on twitter and tag us in it @wheeloffategame then, we will retweet it to our profile.
  • Retweet with the most likes by the end of the weekend will win [Sunday, August 30 11:59PM EDT].
  • First place will receive one(1) Wheel of Fate steam key!
  • Top 5 winners will be featured on all of our social media platforms ie. Twitter, Facebook, Instagram, Reddit, Wiki, Twitch, Steam, Discord etc.
  • Heart reacts on posts in our discord server #art channel will also be counted in your score so please join and share your work!


Best of luck on your endeavors and we hope to see the fruits of your efforts at the end of this month!

Cheers!

UDX Team

Development Roadmap 2.0

Hi everyone!

The Wheel of Fate is radiating with more energy than ever in the prime of the summer months.

The primary changes to the road map are updates regarding the town defense 2.0, graphics and town hall.
  • Town defense 2.0 was moved ahead of the previous road map schedule and completed during the Gemini update.
  • In addition, the game’s graphics are being polished and updated with new building models, textures, and artwork.
  • Lastly, town hall achievements and the town hall decoration scheme are scheduled for work in a later update instead of Cancer.


The reasons for these road map changes were due to a change in priority. Certain updates were considered more beneficial in the short term to the game play while for other updates we would like to spend more time developing prior to release.

Please note that this road map indicates what our game development has been focusing on during the specified months but not necessarily when the update will be released. At the moment, Gemini has been completed and Cancer updates are nearly done as we move onto Leo development focus. Stay tuned for upcoming posts discussing in detail each update!

We are now entering the final stages of development before our official game release and we hope you’re as excited as we are!

Cheers!
UDX Team