Design Challenge! The First 15 Minutes

Find out what we're doing and thinking as we develop WolfQuest 3: Anniversary Edition and the Tower Fall expansion!

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Jayleaf1609
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Re: Design Challenge! The First 15 Minutes

Post by Jayleaf1609 » Sun Apr 01, 2018 11:56 am

Maybe the first fifteen minutes could kind of be like Shelter 2 by Might and Delight.
And maybe the first few minutes can tell a small story about your wolf's parents? Or it could be like Niche, a picturesque type introduction. It will tell the story of a wolf through pictures of hunting and scenting, and then land on the whole objective of the first episode, find a mate. And then it would do the intro caption that you get when you first start the game in 2.7, "You're a two-year-old dispersal wolf etc". Then fix that one up a little bit? Have a nice Easter!

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BEllis
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Re: Design Challenge! The First 15 Minutes

Post by BEllis » Fri Apr 06, 2018 4:50 pm

Late to the party here but I'll give it a shot! One of the issues I have is that I quite enjoy figuring out how to do things AND I've been playing Wolfquest for so long that I know it well but I'll try and take a step back.

The first thing I would do is set up a tutorial that focuses on a hunt. Not only because it is a necessary thing to know in order for your wolf to survive but also because it looks like there's going to be some fantastic new components added to hunting. Even players like myself who have been playing for years will need to learn these new mechanics. I'm not saying that it should necessarily hold your hand through every step but this would be what I focussed on more. So the first 15 minutes or at least the first tutorial should take you through the entire hunt. How to open scent view, how to track the new moving herds, how to stalk and catch your prey (and what prey is available to hunt), how to eat and how the new hunger/stamina/health bar system works. It would also mean that a new player could quickly learn the basics of movement, tracking etc.

Once they have been shown how to at least keep their wolf alive they can head off and start their main mission of finding a mate.
Keep up the good work guys, looks like the new game is going to be awesome!

tmwinder
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Re: Design Challenge! The First 15 Minutes

Post by tmwinder » Wed May 02, 2018 9:17 am

I think it would be cool if in the wolf territories, the wolves could just be wandering around. And thank you SOO much! It looks great!
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Jayleaf1609 wrote:Maybe the first fifteen minutes could kind of be like Shelter 2 by Might and Delight.
And maybe the first few minutes can tell a small story about your wolf's parents? Or it could be like Niche, a picturesque type introduction. It will tell the story of a wolf through pictures of hunting and scenting, and then land on the whole objective of the first episode, find a mate. And then it would do the intro caption that you get when you first start the game in 2.7, "You're a two-year-old dispersal wolf etc". Then fix that one up a little bit? Have a nice Easter!
That would be SOO cool! I agree 10 times over!
Last edited by Neamara on Wed May 02, 2018 9:22 am, edited 1 time in total.
Reason: Merged double post. In the future, if there are no new posts after your own, please edit your previous post if you have anything more to add. Thank you~ ♪

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Re: Design Challenge! The First 15 Minutes

Post by Neamara » Wed May 02, 2018 9:25 am

Please try not to double post in the future, tmwinder, as this is not allowed and is considered to be a form of SPAM. For further information, including an explanation of double posting and definitions of SPAM, please review the Forum Guidelines. I have merged your posts into one to keep things tidy.
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el wolfo
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Re: Design Challenge! The First 15 Minutes

Post by el wolfo » Thu Aug 02, 2018 7:14 am

Maybe a little cut-scene where you leave the pack and then it spans you? maybe there would be a close-by elk herd that you can hunt.

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DispersedHowl100
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Re: Design Challenge! The First 15 Minutes

Post by DispersedHowl100 » Wed Aug 08, 2018 8:59 am

Maybe you start in a meadow with a fawn sleeping in the grass you will learn how to hunt, then an aggressive stranger will appear you will subite ( I dont know how to spell it!) Then the game will begin! :D

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wolf8484
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Re: Design Challenge! The First 15 Minutes

Post by wolf8484 » Mon Aug 13, 2018 2:12 pm

To be honest I like how you start the game now. I don't have any great ideas but I think just having windows to read is fine. Maybe kind of like a step by step process, as in, when you kill your first elk a pop-up will appear telling you how many more you need to kill and that you could check in a quest menu (if possible) or settings. And when you enter wolf territory (which I imagine will be quick into the game) you explain to the player that they're more likely to find a mate deeper but to be careful of stranger wolves. Before any wolf interactions, be it possible mate or hostile wolf, you could give the player some hints like "This wolf can be your mate. You might want to be friendly to convince it." I don't know how stranger wolf encounters will go yet, but something similar for that situation could be nice. Maybe when you encounter different animals you can also explain a little of what you may experience with them. And I should have started with this, but when you enter the game you're welcomed by a wolf (cartoon, not npc wolf) and a dialogue box perhaps (maybe it should be how you put all the instructions and hints) and told to move certain ways so the players learn how to move. (Oh yeah, and of course you need the description of what's going on too! Forgot about that.) When the player's wolf begins to go hungry, you can explain the scent view and suggest they try tracking down some elk and give hints how they should hunt. And of course, if it's a player that is replaying again, they have the option to turn that all off. Also, since there are a lot of new things in the game, players who may already know the basics might want to skip the first part about movement and such. So I think you should give the player the option to skip certain instructions if they want.
Personally, I like this best because I want to jump into the game myself immediately and learn more as I go along. I don't want to have my hand held by the game so much either, but I think this would be helpful to many new players. Also, I don't think you guys are aiming to have a quest menu but I'd like one if possible just so it's easy to see what needs to be done before you can move on in the game. When I was playing 2.7 I didn't know you needed a certain amount of exp from killing elk to obtain a mate (because that wasn't there in 2.0) until I turned the hints back on and it told me what I needed. So I think it would've saved a lot of time if there was just like a quest menu that had like a checklist of all you needed to do. Any way to make those goals harder to skip over would be great, thank you!

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Re: Design Challenge! The First 15 Minutes

Post by Lone_Howler » Tue Aug 14, 2018 9:11 am

I Think they should be an option for a tutorial. If the player presses no, then they get dropped right into the game, like in WolfQuest 2.7. If they click, tutorial then I like the idea where you start out as a pup, and it teaches you simple things, such as sent, or hunting.

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