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It’s not a secret that currently we’re focusing on the server development for Wild Terra, which will add new interesting features to the gameplay for players and new opportunities for us as developers. So, what’s coming up?
Unique world
First, the biggest change is a breakaway from our standard map. Each server will have it’s unique landscapes and points of interest generated randomly. It will allow everyone to find a corner for oneself and arrange it as he/she wants. Rivers, roads, and mines will appear in the game. Mines will be rich with rare resources, and their addition will lead to fights for control over them.
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Thereby the world will cease to be static — resource generation rate and size of the map will depend on a number of players on the server. It will allow to solve problems connected with the resource lack after big advertising campaigns. Eventually Wild Terra will be able to enter Steam and increase it’s player base. After all, we’re making an MMO!
Map size increase and lag problem solution
Optimization defects were caused by the wrong architecture of the actual servers, inability to scale the size of the playable world and increase the servers’ capacity. Using the new approach, we’ll manage to improve optimization. In addition, event calculation algorithm has been changed — only active regions, where something happens at the present time, are processed.
Compare the maximum size of the actual game world and the future one with 1000 players on it. This number of players has been taken just as an example and it’s not the limit.
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Safe zones and constant war regions
Special type of territories will appear in the game, where no one can attack others and destroy buildings. It’ll be helpful to players who has no time to “live” in the game 24/7 defending their property.
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In contrast to the peaceful territories, there will be regions for PvP-oriented players with a constant war going for valuable resources and control over the habitats of rare animals.
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Project development with the new server
From the perspective of the developer, the server change solves several issues connected with:
* player quantity increase within one server;
* as a result, reduction of the number of servers and our expenses on the hardware;
* attraction of players of similar types to same places in the game world: safe zones for casual players and constant war
* regions for hardcore and PvP-oriented ones.
At last, the new server will bring us closer to adding long-promised new features:
* personal and public caves — dungeons;
* mines and fights for resources;
* clans, clans’ castles, and clan territories;
* mounts and much more features, which are still too early to announce...
Tests of the new server will begin in January-February 2016.
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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:
View video on youtube.com
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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.
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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;
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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;
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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!
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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.
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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.
View video on youtube.com
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!
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Celebratory discounts up to 60% of all standard bundles!
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Offers are valid only until February 15, hurry up!
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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.
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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.
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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.
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Here are some examples of how the windows changed:
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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!
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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:
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Very soon there will be a video review of the first update on the new server, as well as some details about the testing!