Wild Terra - MMO-sandbox survival in medieval setting

Are your systems cool enough to have wood paneling?

Robber in Training
Robber in Training
Posts: 47
Joined: Sat Aug 22, 2015 11:42 am
PostPosted: Tue Jan 19, 2016 5:19 am
Video Review of the Updates 0.7.22-0.7.22.5


Now each update will be accompanied by a video review of innovations! We suggest a look that was added to the Wild Terra in this year:
https://www.youtube.com/watch?v=68XoZvdqf-k

Robber in Training
Robber in Training
Posts: 47
Joined: Sat Aug 22, 2015 11:42 am
PostPosted: Sun Jan 24, 2016 2:27 pm
From sprites to 3D. Character customisation and mounts

Image
Why initially we chose sprites
In our previous project we used similar technologies of character animation. Considering that we had experience in it and ready for use sprite examples, provided by the cross-platform engine, we decided to use the same method of animation, because it is more convenient and comprehensible approach.

Project development and encountered difficulties
The development kept going: new animals and character actions were being added to the game. At that point we started to realise that difficulties increase exponentially because of the sprite animation.

At the present time, all animations of the player’s character (of a mediocre quality and without full equipment), even being compressed, weighs about 30Mb. And this number is even more when you actually play the game. This led to problems with the game’s optimization and called into question our decision about sprites as the most suitable method.

3D instead of sprites
Currently a 3D-model of a character with smooth animations and all textures weighs only 800kb. In comparison with sprites, models use a lot less memory for animations ( just numerical information about characters’ bones movement is needed). Such approach allows to make smooth character’s movements and create diverse animations without extra resource expenses.

Image
Image
Image

However, here we have faced some problems too. For instance, to create shadows using our engine wasn’t so easy, but after some time working on shaders we have solved the problem. Also, we puzzled our brains over export of models and animations to our engine. Overcoming the difficulties fully met the expectations — stable FPS and smooth animations became our reward for the work.

Perspectives for Wild Terra and players
After the end of the transition to 3D, that, by the way, will require some time and will be done step-by-step, new possibilities will appear:

  • Gender selection;

    Image
    The screenshot is a draft of what you’ll see in the game, it was made especially for the dev. blog. The final version of the gender selection window will be different.
  • Character customisation: hair and skin color, haircuts and so on;
  • Size of animals, animal maturation (wolf pups and adult wolves, for instance);
  • Possibility to mount any large animal;

    Image
  • Additional number of animations and their smoothness;
  • New equipment will be implemented much faster;
    Armor equipment was made through placing an armor layer over the body part layer (there are 10 of them right now!), but now we’ll just change the body part on the same one with the needed armor equipped or add armor’s/objects’ model additionally.

First step to the 3D transition is done. When we start our tests of the new server (inner testing has already begun, the public one will be opened in February) you’ll be able to see all new models in action and a character selection too!

Robber in Training
Robber in Training
Posts: 47
Joined: Sat Aug 22, 2015 11:42 am
PostPosted: Wed Jan 27, 2016 6:01 am
Open test 0.7.23

Image

Test server for testing version 0.7.23 is open. Help us to look for bugs and report them in detail.
Test client works separately from the main and does not interfere with play.

Download the test client here: http://files.playwildterra.com/dev/

New in 0.7.23

Now you can build a gallows, executioner's block, pillory and scaffold.
Now you can build a stone towers and barbican.
Updated graphics of stone walls. For stone blocks was added versions with roofs.
Added animation for the wolf head hat.


Fixes

Fixed overlay graphics of some buildings to objects in front of them.
Now the inventory window is displayed simultaneously with the opening of any container.

Robber in Training
Robber in Training
Posts: 47
Joined: Sat Aug 22, 2015 11:42 am
PostPosted: Sat Jan 30, 2016 5:37 am
Open tests will last 2 more days! We invite everyone! :)

Robber in Training
Robber in Training
Posts: 47
Joined: Sat Aug 22, 2015 11:42 am
PostPosted: Fri Feb 05, 2016 2:45 pm
Image
Game client and server has been updated to version 0.7.23. To continue playing you need to download an updated version.
If you do not have access to the game, you can purchase it on our website.

New in 0.7.23

Now you can build a gallows, executioner's block, pillory and scaffold.
Now you can build a stone towers and barbican.
Updated graphics of stone walls. For stone blocks was added versions with roofs.
Added animation for the wolf head hat.
Christmas snowflakes and mistletoe sprigs is no longer dropped, Christmas buildings are no longer available, although you sculpt snowmen, until the snow melts.
You can still make clothes and items that require snowflakes, hurry up!

Fixes

Fixed overlay graphics of some buildings to objects in front of them.
Now the inventory window is displayed simultaneously with the opening of any container.
Fixed the layouts of stone walls, blocks and roofs.

Robber in Training
Robber in Training
Posts: 47
Joined: Sat Aug 22, 2015 11:42 am
PostPosted: Sun Feb 07, 2016 12:33 pm
New Official Trailer

https://www.youtube.com/watch?v=M8F0amn3BRE

Robber in Training
Robber in Training
Posts: 47
Joined: Sat Aug 22, 2015 11:42 am
PostPosted: Sat Feb 13, 2016 7:55 am
Valentine's Day in Wild Terra!

We congratulate all on this wonderful holiday!
We have prepared for you a few offers:
http://www.playwildterra.com/#showCaseScreen

Only now you can purchase a special bundle of early access "For two" at a bargain price!
Image

Celebratory discounts up to 60% of all standard bundles!
Image

Offers are valid only until February 15, hurry up!

Robber in Training
Robber in Training
Posts: 47
Joined: Sat Aug 22, 2015 11:42 am
PostPosted: Tue Feb 16, 2016 3:20 pm
Interface evolution in Wild Terra

Image

Interface’s purpose
Graphical user interface (GUI) is a type of interface that allows players to interact with a game. It should be handy and practical, but, at the same time, stylish and good-looking. How usable an interface is determines friendliness of the game to new players and mass audience. And when it looks nice it becomes hard to cease playing.

Beginning stage of development. First interface
After all basic functions of the game were fully prepared, we started to think about the design and style creation for the interface. For this task we hired a freelancer, who had examples of his work suitable for Wild Terra. A budget of the project wasn’t big and we made a deal for a moderate cost, but with a 50% prepayment. Soon enough we got first versions of the interface and determined the visual style, but after this the freelance suddenly disappeared. The rest of the work was finished by Mikhail — our art-director.

Image
Image

At that stage of development our budget wasn’t enough to order a set of icons, so we decided to use renders of 3D-models as item icons. As action icon we used our own sketches.

Necessity of the current interface update
The project continued to evolve, but the interface remained unchanged. We didn’t like the old icons, and they even started to irritate our eyes. We added new features and widened in-game functions, and along with this, the current interface had to be constantly updated. It wasn’t very handy as well. This continued for about a year, before we decided to change the interface — reconsider visual, technical and practical parts of the interface to create a perfect version. We also kept in mind that in the future we’ll need to add: new windows and new functions to the existing ones.

Work on the new interface and icons
A talented artist Linara joined our team, her main purpose was to rework icons and design new interface — elaborate a unique GUI for Wild Terra. The item images were renewed step by step: each update a new portion of redrawn icons appeared in the game.

Image
Image

When all 3D-model renders were replaced with pictures, we started to redesign interface. We tried several versions with different element placement and scale before choosing the one that suited us most of all. After that, Linara got down to work on windows, buttons, and other elements of UI design.

Image

Here are some examples of how the windows changed:

Image
Image

Oncoming development of the game and interface
Completely reworked interface in Wild Terra well speed up and simplify adding new features and improving the existing ones:
  • active abilities;
  • system of character skill perfection;
  • craft and construction chains refreshing and adding new schemes/recipes;
Development and implementation of these features will take time, but, right now, we hope you’ll like new interface and possibilities of the game!

Image

Robber in Training
Robber in Training
Posts: 47
Joined: Sat Aug 22, 2015 11:42 am
PostPosted: Sun Feb 21, 2016 8:16 am
A basic set of 3d-models and animations is ready
Image
A basic set of 3d-models and animations for new server is ready. Still not everything is perfect, but it is already possible to connect and use, while our team will improve and fix the models and animations.

We are working on the generation of the Game World and the increase its size
The new map will be generated and consists of such fragments:
Image

Very soon there will be a video review of the first update on the new server, as well as some details about the testing!

Robber in Training
Robber in Training
Posts: 47
Joined: Sat Aug 22, 2015 11:42 am
PostPosted: Wed Mar 02, 2016 11:27 am
Mounts and tamed animals. Details of this innovation

Image
On a Closed Tests well underway mounts testing, however, up to this moment we have not talked about how will work this innovation. Now not all implemented as described below, and some of this is just the ideas that will be revised before the final introduction of the mechanic.

A special item will be added to the game, which allows you to tame wild animals. After the taming will be open a possibilities of feeding, riding (for large animals) and other options. Each player will be able to tame the more than one animal. To care for animals will be added a special construction, such as a stall, as well as items. If you stop to feed and care for tamed animals, then after a while it will become wild again.

Image

Like the any other animal, they can also die. For premium or paid mounts, will probably be provided for the possibility of resurrection. It should be noted that the tamed animals will not be able to hide in the your inventory: you either are on top of him, or they are free to walk around the map.

In the future, we may add a mount equipment, as well as other options for their use (eg, storage of items).

Animal riding is already implemented at the Closed Test server, and the remaining features of this taming mechanics the would be made later.
Image
PreviousNext

Return to Retro, Indie, and Alternative Gaming

Who is online

Users browsing this forum: No registered users and 3 guests