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Multiplayer Momentum (Devblog)

While Tommi builds out mate and pup AI for Slough Creek, Mikko has been plugging away on multiplayer. We had a team test session a few days ago and today’s devblog video shows some snippets from our 75-minute session. It’s really coming together!

(Hint: In the video, switch on CC/subtitles to track the conversation better!)

[previewyoutube][/previewyoutube]

We know that you all have lots of questions about multiplayer. Here are answers to some of them:

Q: When will multiplayer be released? Which will be first: multiplayer or Slough Creek?
A: We are not announcing specific release dates — but we are making lots of progress, and at this point, we expect to release multiplayer before Slough Creek. That might change, though!

Q: Will there be a beta for multiplayer?
A: We are planning a public beta in our Steam beta branch once multiplayer is ready for broader testing. (If you purchased the game on itch.io, you get a Steam key with your purchase, here’s how to find it: https://support-classic.wolfquest.org/help/getting-a-steam-key-from-itch-io-purchase

Q: How many players will be able to join a multiplayer game?
A: We understand that many people want to have a lot more players in a MP game session, but we don’t know yet what will be possible. It partly depends on performance: more players can spawn more animals, which increases the burden on the host’s computer to run the entire simulation.

Q: How does sleeping work with the new, dynamic time system?
A: Player-wolves can sleep whenever they want, but everyone needs to be sleeping simultaneously in order for time to advance rapidly as it does in single-player when sleeping. We are working on exactly how that will be triggered in the game.

Q: Can we fight other players?
A: We plan to add an (optional) PvP mode in the Tower Fall episode, which will follow Slough Creek.

Q: Can we fight the other packs? Can we establish territory in Amethyst Mountain in multiplayer?
A: Yes, you can fight stranger wolves, just as you can in single-player. We are planning a multiplayer mode that includes territorial acquisition in Amethyst, though it may not be available initially.

Q: Will players have to make a new account to play multiplayer?
A: WQ: Anniversary Edition will use new accounts (very similar to old accounts, just a newer version). There will be a simple method for upgrading your existing WQ account.

Q: Will there be changes to the chat system?
A: Text Chat is much improved from the old game: you can resize the chat panel, adjust opacity, and more. We’ll show that in a future devblog.

Q: Can we see the difficulty level of the game we are joining?
A: Yes — as well as which mission it is currently on (if there’s a sequence of missions, as there will be in Slough Creek).

Q: Will there be a way for players to find their friends and know if they are online?
A: This should already work in WQ 2.7, but we know it’s not reliable for everyone. We’ll take another look at that in the new account system.

Q: Can we block certain players from joining our games?
A: We want to have better options for this kind of thing, but no details yet.

Q: Once our multiplayer pack is formed, can we close the game to newcomers so we can role play without interruption?
A: Yes.

Q: Can we play as pups or other animals?
A: Maybe someday!


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We have released the first episode of WolfQuest 3: Anniversary Edition (Amethyst Mountain) for PC/Mac on Steam and itch.io, as Early Access. While in Early Access, we are updating the game frequently with more features, multiplayer, and ultimately the Slough Creek episode with pups. The mobile version will come after the game is completed on PC/Mac platforms. We’ll then resume development of the next episode, Tower Fall (DLC).