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WolfQuest: Anniversary Edition News

November Progress Update

One of the top questions we have been getting lately (other than When is mobile?) is: which will we release first, Slough Creek or multiplayer? And WHEN? Even with our small team, we have been working on both multiplayer and Slough Creek simultaneously, and we’ll release whichever is ready first! Since we have proven over and over that we are terrible at predicting release dates, we are are not announcing any specific dates — but we are making lots of progress! Here’s what the core WolfQuest team has been working on this month:

Our lead developer Tommi is spending several weeks on an overhaul of the pathfinding system. We have a pretty good system in the game now, but it doesn’t handle all situations well — which would become a bigger problem in Slough Creek if we didn’t tackle it now. The bighorn sheep will also need it to find their way around on the cliffs.

[previewyoutube][/previewyoutube]

Tommi’s update:
“The new pathfinding system will make NPCs more aware of the lay of the land, so they know where they can walk easily, where it's going to be harder, and where they just can't go. For example, mates will now be able to walk around normally near cliff edges without accidentally jumping to their doom. And on the other hand, animals will not mysteriously run in circles when trying to attack you because they think you're standing in difficult territory (even though you're nowhere near that). They will also be able to, when necessary, find paths up the cliffs despite the many impassable areas.

“This has been challenging because we want the above-mentioned precision without creating too much memory or CPU load. So I've been trying out various methods to detect where we need a lot of precision (complicated areas like cliffs) and where we can do with very broad strokes (open areas). I also decided to treat impassable areas separately from the waypoint grid, unlike before, because it's much more important to know where exactly the cliff starts than where exactly the quickest path up a slope is. Next I'm going to zoom from representing the terrain to how individual animals navigate it. The new method should be simpler but more accurate in finding ways around trees, bigger rocks, other animals, and the den, addressing issues such as the mate often running in a weirdly oscillating way when following you.”

Andrei, our developer who handles most of the secondary game systems, has been focusing on controller support.

Andrei’s update:
“WolfQuest gameplay fits well with a joystick (e.g. XBox, PS joysticks). We just need to better map special and fine tune sensitivity. In the current state, the main actions are already mapped (except Emotes) for controllers but some shortcuts we have on keyboard are still to come. So I have been linking UI elements for the player to navigate from one element to the other in an intuitive way. I am also creating the various "highlighted" states for the different UI elements so they are selectable. For UI, everything is already working, but we need a way to access every part with joystick, which don't have a visual cue like cursor for mouse.”


Mikko joined the team earlier this year to take over multiplayer, though we also dumped quadruped IK (inverse kinematics) on him. We are thrilled to add his expertise to the team.

Mikko’s update:
“I have been working on multiplayer since I joined the WolfQuest team in August, taking over from another developer who built the prototype code. Most recently I have focused on improving the logic of spawning animals, especially when a player first connects to the game. By enforcing an ordering between spawn and update messages, I am eliminating log errors about unknown objects that, while relatively harmless during development, made the logs difficult to read. I am also making sure that animal properties get synced properly at spawn time - which was glossed over during the prototyping stage.”


Part of Susan’s work is content research. Lately, she has been spending time studying and locating wolf pup vocalizations for the upcoming Slough Creek episode.

Susan’s update:

“Accurate wolf pup recordings are quite challenging to find and decipher. I am hunting for audio clips that can approximate wolf pup communication. In general, matching game sounds to animations always requires a lot of simplification of extremely complex vocalizations. The challenge of game sfx is that they need to sound realistic and not be too unique or intrusive (or they become annoying when repeated). Quality wolf pup recording are rare as scientists rarely disturb denning areas and observations are most often made from far away through long lenses. Also, outdoor recordings are often filled with ambient noise that won’t work in the game. Most wolf organizations that have captive wolves have not systematically recorded/catalogued individual pup sounds so it takes some digging to locate appropriate audio for our animations. To further complicate matters, many of the sounds pups make are made when socializing in groups so individual vocalizations are hard to find. The upside is that I get to watch lots of cute pup videos!”

And for myself, Dave (loboLoco), I’ve been working on the Slough Creek map — it's a great place to spend time on gray November days!

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The first episode, Amethyst Mountain, is available as Early Access for PC/Mac on Steam and itch.io, . 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.


WolfQuest Game Giveaway

Win a free copy of WolfQuest! Here's how to enter:

WolfQuest forum - November giveaway contest

Lucky winners will receive a free copy of WolfQuest 2.7 (and PC/Mac users will also get WolfQuest: Anniversary Edition Early Access for PC and Mac)! Winners can choose to get any version of the game (Mac/Windows, Android, iOS, Kindle). Note that WolfQuest: Anniversary Edition is not yet available for mobile.

Raising Hills in Slough Creek (Devblog)

We use actual topographic data to create our game maps, since they’re based on real locations in Yellowstone National Park. But the resolution of that data means that the game map is too smooth and generalized, without the level of detail that you see in the real place. Fortunately, there are more and more tools that help us add that important detail to the maps. It’s still a lot of work, but far easier than it was even a few years ago. Today’s devblog looks at how we use a tool for Unity called Gaia to make the granite hills around Slough Creek more realistic. Using Gaia’s Stamper tool, we can apply small-scale heightmaps of rock formations to raise (or lower) sections of the terrain, then paint textures based on convexity of the surface — so granite on the convex bumps and grass in the cracks and crevices in between. It takes a lot of experimentation to get it to look right, but it’s very satisfying to see the map gradually become more detailed and realistic. Of course, with such a big map, that means a LOT of experimentation — and hopefully a lot of satisfaction.

[previewyoutube][/previewyoutube]

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While in Early Access, we will be 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).

WolfQuest Returns to Yellowstone: Slough Creek

[previewyoutube][/previewyoutube]

Though not as vast as the Lamar Valley or as spectacular as Yellowstone’s geysers or waterfalls, Slough Creek is one of my favorite areas in the park. It was a delight to return there during our visit last August! Susan and I hiked up the valley, often bushwacking through tall grasses and dense woods, to gather photos and impressions of the area as reference for the new, expanded Slough Creek map in WolfQuest: Anniversary Edition. Slough Creek is, of course, where you establish a territory and have a spring litter of pups in the game. While we did not spot any wolf dens (those locations are well-kept secrets, to keep them safe), we did come across plenty of potential densites on our way to Second Meadow.

If you enjoy this video, be sure to check out our other research trips!
* Amethyst Creek (2019): https://youtu.be/9JacCZp7egA
* Slough Creek (2017): https://youtu.be/0LUK_37Ce2U
* Amethyst Mountain (2017): https://youtu.be/gu4apywl6nY

While in Early Access, we will be 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).

Patch 1.0.1a Released

[previewyoutube][/previewyoutube]

Today’s patch has a few new things and a bunch of fixes, mostly to issues in last week’s game update. We’re most excited about the new aspen trees, made by vegetation artist Kerry Baldino, with gorgeous fall colors and elk damage — when other food is scarce, elk chew the bark on the lower portion of the trunk.

NEW:
* Mates will now hunt snowshoe hares.
* Aspen trees, replacing the placeholder model.
* Aurora borealis (northern lights) appear occasionally at night.

IMPROVEMENTS
* Reduced attack damage dealt by all mule deer.
* Reduced mule deer fawn's max health by 25%.
* Refinements to fox swimming action.
* Tweak to Grizzly Boar fur length.

BUGS FIXED:
* Free camera (right-click to orbit) doesn't work.
* Tree trunks sway out of sync with branches.
* Wolf walks funny after loading a saved game where it was on uneven or sloped ground. (IK)
* Wolf forelegs bend oddly during some bite attacks (fixed some cases, not all yet). (IK)
* Wolf forelegs sometimes angled back stiffly when biting another wolf's neck. (IK)
* Wolf sometimes does handstand on carcass. (IK)
* Sunlight shadow direction is incorrect in early morning and late afternoon.
* Abrupt change in light direction a little while after sunrise.
* Eagles dip underground when landing.
* Sometimes you can't bite the cougar.
* Carcasses sink into ground twice before disappearing.
* Wolf can get stuck running along the border north of the Lamar River.
* Reduced microstutter when elk herds despawn.
* Bumpy terrain in a few places.
* In some spots, distant terrain is missing in Basic graphics mode.