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War Islands News

Let's Talk #08 - What's next? Honey Cave and Morumotto Island

Hello everyone, Lucas here! I know it’s been a while since our last post. We got quite busy in the past few months. We’re now working on the next levels: Honey Cave and Morumotto Island.

I think we’re finally gonna be able to explain why the name “War Islands” since we’re gonna introduce our main villain, the cats:



You probably heard Dabirius (the guinea pigs) talk about them a few times during the game. That’s right , they’re at war with the cats for a very long time. Initially we actually thought of putting the cats in the beginning of the game but that would make them quite a easy enemy to defeat.

The next main quest will be located at the Honey Cave, this level will be more focused on the story itself since quite a few people reached out giving feedback about the lore itself. The map is still in it’s early stages but we’re already developing the bee character.



Now since the next main quest will be storyline focused, we decided to also develop a second extra island called Morumotto Island. A completely different biome with new side quests and puzzles!



So far we have a few areas of the Morumotto island created although there’s still some in design phase. Also the soundtrack is already being worked on as well. We will be talking more about it soon!

As for our latest update, Wookikota Forest. I noticed a few things that we could definitely improve and we will tackle those eventually down the line, right now we wanna push as much content as possible.

Feel free to give your feedback about it! Let’s Talk! :)

Lucas

Wookikota Minor Fixes

Hello everyone!

I just pushed a update to fix a few things in the game:

- Tutorial section improved: It now teaches the player to switch characters
- Rare Crash related to game AI navigation fixed
- During Wookikota Forest, there's now a wood sign to hint players to use Almika mounting on Sarsi
- Fixed Windmill area ladybug not lifting off when reloading the game
- Fixed Almika possess skill getting stuck when target is too far away from original location
- Fixed Soundtrack not playing on clients when reloading during boss battles

If you find anything, let us know!

Cheers,
Lucas

Wookikota Forest Update Now Available!

Hey everyone! Lucas here. Today we’re happy to announce that our Wookikota Forest update is now available for download. Get the latest update from Steam and boot up the game!

[previewyoutube][/previewyoutube]

This update drastically changes the game, starting with the fact that the game is now a open world game. A few weeks ago I mentioned in our latest “Let’s Talk” (#07) how we actually started trying some open world tests just for fun. Which ended up being way too cool to not implement it. That decision took me months to basically re-write a lot of code, split levels and adapt the game in general to this new style. Not to mention how the whole team had to do new content to fit in.



One thing ended up leading to another. I started noticing that the game needed more stuff to do in the environment so for that we decided to create a coin system so you can gather coins from crates, barrels and also enemies.



So you can use your Sea turtle to visit new islands to get not only coins but also items, frogs, etc. After finishing the second quest you’re free to go to any place you’d like (There’s still however a invisible wall to areas that are not yet developed).



We also added more skill tokens in the Lighthouse Cave and some in Wookikota to give more cool mechanics right away since we heavily refined combat over the past few months.



That and a lot more is already available in the latest update, we genuinely hope you have a great time playing it! Let us know if anything pops up; cool ideas, feedback, bugs etc. Thank you so much for the support! :)

Lucas, Lead Developer.

Let's Talk #07 - Open World, Coins and your own SeaTurtle!

Hey everyone, Lucas here! I know it’s been a while since our last post but we genuinely believe this one is worth the wait. Last month I’ve been playing the game with the team and we decided to “just for fun” try a open-world style gameplay, initially very buggy but enough for seeing if it was worth the shot. Turns out it’s extremely cool to “just go” to places without any loading screens.



However that was no easy task, converting the whole game to a open-world style is quite challenging. Basically everything broke and some stuff had to be heavily re-designed to fit this new style.



A few days ago I was finally able to get it properly implemented and tested. We really can’t wait to release this next update. We’re not only getting the next main quest done (“A New Hope”) which will feature a whole new area called Wookikota Forest. but also the open-world system including the ability for the player to get coins from enemies/crates, and the best of all: Your own SeaTurtle that allows you to go anywhere you like.



So to provide a great initial experience controlling the SeaTurtle we decided to add more islands to the game with extra content. We’re really focus on getting much more content ready for you soon.



The game will also no longer lock time of day (except for specific quests) meaning it’s fully dynamic, so we decided to develop a rain/weather system to randomly kick in from time to time. (I’m still tweaking the percentage of rain)



So, do you like what’s coming up? Let’s Talk! :)

Lucas, Lead Developer

Let's Talk #06 - New Side Quest: Luke's New Pet

It’s time to jump back in and play our latest quest “Luke’s New Pet”, help Luke protect his new baby spider. This quest rewards you with a Flashlight hat and features a global leaderboard since it has infinite waves of enemies.



Quests now show more information on the game menu. This one specifically shows that it’s replayable and contains rewards.



Since it’s a quest that relies on combat. After hearing your feedback we greatly improved combat on certain areas. Most noticeable the recoil and impact. Also dead npcs don’t highlight their bodies anymore helping you focus on the ones chasing you instead.



To further improve gameplay experience, objects that allows interaction now highlights when you hover your mouse over to avoid miss clicking. Not only that, we also improved controls on Dragonflies to help decelerate faster.



This update also improves the game menu with new map markers that provides much more information of your progress including markers of collected frogs and notes, wardrobes, undiscovered quests and more.



The wardrobe menu also got some visual improvements!



A lot of improvements have been made to the game in the past month and we really hope you have a great time playing War Islands!

So, what do you think about this update?

Let’s talk!