Search found 30 matches

by Invar
Sat Aug 11, 2018 4:34 pm
Forum: WolfQuest 3 and Tower Fall Developer's Blog
Topic: Genes Behind the Scenes
Replies: 69
Views: 24240

Re: Genes Behind the Scenes

I'm not a geneticist and I don't study it directly. I'm just trying to follow their logic path :). At face value, the "KK=lethal" assumption just seemed like a convenient way to make the K locus work for the game. Well, since KB/KB wolves almost never succeed in reproducing, one might say they are ...
by Invar
Wed Jul 25, 2018 11:14 pm
Forum: WolfQuest 3 and Tower Fall Developer's Blog
Topic: Genes Behind the Scenes
Replies: 69
Views: 24240

Re: Genes Behind the Scenes

Is there a similar gene to the K-locus for determining brown coats as well? Sort of. Your coat-colour paint-box has two paints only -- Eumelanin, which is dark brown/black, and pheomelanin, which is red. At A-locus, the genetic code says how to distribute these colours in the coat. Normally it says...
by Invar
Sat Jul 21, 2018 12:20 pm
Forum: WolfQuest 3 and Tower Fall Developer's Blog
Topic: Genes Behind the Scenes
Replies: 69
Views: 24240

Re: Genes Behind the Scenes

That's really interesting stuff, Beez. I wonder how heterozygous KK wolves are for other stuff. If dominant-black at K is a mutation that occurred in domestic dogs and was passed to wolves (seems pretty well proven that it is) and this happened only a couple of times (hmmmm...) then a KK wolf probab...
by Invar
Wed Jul 18, 2018 1:28 pm
Forum: WolfQuest 3 and Tower Fall Developer's Blog
Topic: Genes Behind the Scenes
Replies: 69
Views: 24240

Re: Genes Behind the Scenes

I believe that these genetics apply only to domestic dogs. Wolf genetics are similar, but a bit different. Also, the developers likely want genetics as simple and standard as possible for the game for the sake of ease. Domestic dogs have a bunch of possoble mutations that don't exist in wolves, but...
by Invar
Sat Jul 14, 2018 6:52 pm
Forum: WolfQuest 3 and Tower Fall Developer's Blog
Topic: Genes Behind the Scenes
Replies: 69
Views: 24240

Re: Genes Behind the Scenes

It just ain't so that being double-dominant black at K-locus is fatal. That pup would just be black. Unless it's got a recessive mutation at B-locus, and is 'chocolate' (brown), or at E, and is yellow/red, or somewhere else I don't remember which will make it the even grey they call 'blue' or 'silve...
by Invar
Sat Jun 23, 2018 5:25 pm
Forum: General Wolf Discussion
Topic: Have you ever seen a wolf?
Replies: 333
Views: 28645

Re: Have you ever seen a wolf?

I've only seen a wild one once, in Quebec, near Grenville-Sur-La-Rouge.
by Invar
Sat Jun 02, 2018 5:53 am
Forum: General WolfQuest Discussion
Topic: Ideas for New Episodes/Future Updates
Replies: 873
Views: 110743

Re: Ideas for New Episodes V2

Please give coyotes varying (realistic) pelt colors. I like this idea. I'm going to go ahead and second it. I think it would help make things a little more interesting and realistic. What would be great is if the coyotes learned -- if you bite one, or just chase it enough to tire it, it will stay f...
by Invar
Mon May 28, 2018 11:00 pm
Forum: WolfQuest 3 and Tower Fall Developer's Blog
Topic: Cleverer Coyotes
Replies: 55
Views: 21737

Re: Cleverer Coyotes

We need a tiny minority of coyotes who will respond to a play-bow and have a romp.
by Invar
Mon May 28, 2018 9:28 pm
Forum: WolfQuest 3 and Tower Fall Developer's Blog
Topic: May Q&A
Replies: 31
Views: 12890

Re: May Q&A

Will cattle ranch still be in WQ3? If it is, will it be its own level like before or are you going to make it walkable? IE: You travel to the ranch by walking there, rather than teleporting. We would like to make the cattle ranch contiguous with the game map, for naturalism and also so it’s availab...
by Invar
Sun May 27, 2018 2:08 pm
Forum: WolfQuest 3 and Tower Fall Developer's Blog
Topic: At World's End
Replies: 26
Views: 8970

Re: At World's End

My preference would be to make the invisible walls visible when you're near them. Translucent, visible wall, possibly labeled 'end of world' or 'edge of simulation'. I spend a fair amount of time checking the map to see if I'm at the edge of the sim, or if I'm bouncing off a feature that's just too ...
by Invar
Fri Apr 13, 2018 9:57 pm
Forum: WolfQuest 3 and Tower Fall Developer's Blog
Topic: New Tricks for the Pack: Improving MP functionality
Replies: 115
Views: 39190

Re: New Tricks for the Pack: Improving MP functionality

Some method of allowing players to check others for a readable profile of wolf character's gender, age, notes, as RP chat is pretty constantly interrupted by requests for this information. Also, maybe 'local chat' tab, where only the other wolves within x-radius of your own can hear you. Etc - Globa...
by Invar
Fri Apr 13, 2018 9:05 pm
Forum: WolfQuest 3 and Tower Fall Developer's Blog
Topic: Cliff Notes
Replies: 27
Views: 11330

Re: Cliff Notes

Oooh, yeah. These look fantastic.

I wonder if we'll be able to fall, maybe get knocked off a cliff by an angry ram.

Or recreate the thrilling conclusion of one of my favourite wolf stories, Badlands Billy, the Wolf That Won (Ernest Thompson Seton, 1905).
by Invar
Wed Apr 11, 2018 11:15 pm
Forum: General WolfQuest Discussion
Topic: Ideas for New Episodes/Future Updates
Replies: 873
Views: 110743

Re: Ideas for New Episodes V2

[quote="Neamara"]@ Invar : while this is permitted within the forums found under the Other Topics category, please avoid quoting posts without actually adding anything to your own posts elsewhere, as doing so is considered a form of SPAM. :oops: Sorry! I was asked to do this to put an idea that came...
by Invar
Wed Apr 11, 2018 12:01 am
Forum: General WolfQuest Discussion
Topic: Ideas for New Episodes/Future Updates
Replies: 873
Views: 110743

Re: Ideas for New Episodes V2

It'd be hilarious and great if sometimes a carcass would, when mostly/completely consumed, spawn a Particularly Interesting Bone that you could carry about, and play fight over, and try to get two wolves biting-and-holding at the same time for tug-of-war. Maybe there's an Exceptionally Good Abandon...
by Invar
Fri Apr 06, 2018 8:54 pm
Forum: WolfQuest 3 and Tower Fall Developer's Blog
Topic: New Tricks for the Pack: Improving MP functionality
Replies: 115
Views: 39190

Re: New Tricks for the Pack: Improving MP functionality

Make the colour of a wolf's hover-text name settable by the player. Make that wolf's scent trail the same colour as its name. I love this idea as a way to represent different scents, as in reality scents, even if different wolves is unique...however in terms of game functionality it could potential...

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