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guniball

macrumors member
Original poster
Aug 18, 2015
89
10
The game is updated to version 0.7.22.5
sPJopsy.jpg

Game client and server has been updated to version 0.7.22.5. 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.

Download the client update

List of changes:
Updated graphics of frame houses, added various kinds of roofs and vertical column for the awnings.
Updated graphics of city fences and gates, now they are 2 types.
Updated graphics for warm sleeping place.
Added the Dutch language.
Changed the requirements for resources and tools to of frame houses and city fences.
 

Dirtyharry50

macrumors 68000
May 17, 2012
1,769
183
The houses look very nice! I like those snowmen a lot too. :)

Now all I need to do is find a nice lady who wants to live in one of these fine homes with me and I'll be golden!
 

guniball

macrumors member
Original poster
Aug 18, 2015
89
10
New Server - New Features

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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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Dirtyharry50

macrumors 68000
May 17, 2012
1,769
183
That all sounds great and the visuals are looking really good too.

I like having an option for some pvp or running the risk of encountering it when I'm in the mood but I otherwise prefer being in a pve environment most of the time. So it is good both options will co-exist.

If someone prefers to spend most of their time in a pve area, is it still possible to venture out to where potential pvp exists on some adventure or resource gathering or even just exploring?

What about those who want no part of any pvp experience at all or maybe do sometimes but do not want to be fighting over resources when out gathering? I never cared much for contested resource gathering to begin with, never mind with a pvp element on top of that. That kind of setup would be a deal breaker for me personally even with a game I otherwise liked.

I think the option to live somewhere where it is not necessary to be online on a frequent or any sort of set schedule to protect one's assets in the world was a wise choice. Some folks might enjoy that but others would not at all and you'd lose them. Glad to see you addressed that the way you did.

Just one last thing. I have yet to visit the site and read up on the gameplay mechanics, character development, loot and whatever yet. So with that said, I will just toss out that I'd love to see a return to the good old days when groups of players of varying sizes from 2 to 6 would get together, go venture off to some area and set up camp there and somebody with skills to do it would pull mobs to the camp for the group to kill as we did for countless hours in the past in the world of Norrath playing EverQuest. The focus there was on character development via experience gains over a long period of time and leveling was so slow that it truly was more about the journey than some end game loot-fest destination. As a natural side effect of this sort of gameplay, social interaction was emphasized and came naturally with less issues too in a world where shared gains in experience and thus character development greatly superseded the occasional loot upgrades which were nice to get here and there but relatively rare and not essential until much later in the game when people began to tackle tougher content and then the raiding game began.

Today's MMOs are far to gear-centric, look at what I got, look at me, experiences that promote a certain narcissism in people and also secondarily tend to promote no small amount of discord over who gets what, who's dps was what, who was a good tank and was not, did the healer suck, who's fault was the wipe, etc., etc. in which modern games have really devolved not evolved from their predecessors in key ways. People who never played the older games don't really understand just how much fun those worlds were where the emphasis was on meeting new people and doing fun stuff together rather than on getting stuff that comparatively has no real value at all. All these years later, I still remember many people I played with and met, even sometimes only on one occasion. I do remember certain special gear things but again, those were few and far between really and I guess that is part of what made them special. The most special one of all was my class epic weapon, the result of a truly epic quest the likes of which does not exist in any modern game I'm aware of and which necessitated working together with others, particularly at the end of it to achieve. Everybody won because having that epic helped a player help others. So we all helped each other get them and together we grew stronger. It was just a wonderful, memorable time I've never seen reproduced in any title since.

So, I realize you are not trying to make another EverQuest here nor am I suggesting you ought to be either. I just point those things out in terms of general design ideas that were in the past highly successful despite some flaws in creating shared experiences among people that newer games cannot even touch and I have spent many hours in plenty of the leading ones.
 
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Paulk

macrumors 6502
Feb 10, 2008
307
38
Sweden
I agree with what Dirtyharry50 says. I can't see why PVP and PVE can't exist side by side. As I am old and slow I don't thrive in PVP games and avoid them, leave them to all the youngsters. Games usually have both, Ultima Online, Drakensang Online. Having to buy the game might be a put-off for some, but it depends what it costs.
 

guniball

macrumors member
Original poster
Aug 18, 2015
89
10
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:
[doublepost=1453202322][/doublepost]
That all sounds great and the visuals are looking really good too.

I like having an option for some pvp or running the risk of encountering it when I'm in the mood but I otherwise prefer being in a pve environment most of the time. So it is good both options will co-exist.

If someone prefers to spend most of their time in a pve area, is it still possible to venture out to where potential pvp exists on some adventure or resource gathering or even just exploring?......

Thanks for the detailed post, it was interesting to read.
Resources will be exchanged between players. For example, those who like PvP will fight for the resources in special areas. And those who prefer a peaceful life - will deal all kinds of crafts and sell/trade produced items and resources.
Will be added the skill level of crafts, so it will remain is actual.
For example, those who have a lot of time engaged in weaving - will do better and more expensive products than those who devote all the time in PvP.

And between peaceful zones and PvP zones will be in the intermediate regions that will combine the features of a peaceful and PvP zones.

Sorry for my English.
 
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guniball

macrumors member
Original poster
Aug 18, 2015
89
10
From sprites to 3D. Character customisation and mounts


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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;


    529817d4-b1fb-4f68-b477-27554e8228c9_5.jpg


    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;


    3cd18911-d549-4874-83af-d26f3dd80f9a_6.png


  • 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!
 

Dirtyharry50

macrumors 68000
May 17, 2012
1,769
183
Very interesting to read what goes into development of this. That does sound like a far better way of doing things but a lot of work to transition to it I'm sure.

If when you are ready, Steam Greenlight is your first step to getting the game on Steam please post about that here. I imagine you would anyway but I mention this because I will go vote for it whenever that happens.
 
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guniball

macrumors member
Original poster
Aug 18, 2015
89
10
Open test 0.7.23

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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.
 

guniball

macrumors member
Original poster
Aug 18, 2015
89
10
aX0tBcf.jpg

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.
 

Huntn

macrumors Core
May 5, 2008
23,586
26,704
The Misty Mountains
The game looks pretty cool. I like that idea of land owners buildings falling apart if they are not in game for more than 3 days. That was a very good idea and I don't think I have ever seen anyone do that in any MMO before. I also very much like the idea of a player being able to run their own persistent world. That's very cool.

The visuals are reminiscent of Ultima Online with the isometric views which I also like for something different if old school. I see that as a plus not a minus personally. I don't personally go for pre-release games at all but will keep an eye on this one to see how things progress. I hope it turns out to be successful. I suspect there is a core audience who will appreciate this for reasons I cite above and more.

Are there plans to get this onto Steam or is it already?

Nice updates here with the screenshots and all.

Everquest Next Landmark had a 5 day login requirement at one point during beta. I quit the beta because of it. I don't know what it is now, but anything less that 2 weeks is too restrictive IMO. 3 days is far too much of a commitment for casual players. If the idea is to chase away causal gamers then I guess that is all right. ;)
 

guniball

macrumors member
Original poster
Aug 18, 2015
89
10
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!
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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!
 

guniball

macrumors member
Original poster
Aug 18, 2015
89
10
Interface evolution in Wild Terra

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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!

wuaqlvG.jpg
 

guniball

macrumors member
Original poster
Aug 18, 2015
89
10
A basic set of 3d-models and animations is ready
cOmXSdw.png

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:
nl93PtU.png


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

guniball

macrumors member
Original poster
Aug 18, 2015
89
10
Mounts and tamed animals. Details of this innovation

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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.

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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.
MNnCr9m.png
 

guniball

macrumors member
Original poster
Aug 18, 2015
89
10
Spring discounts up to 65% on the all access bundles and Gold for March 8th!

lWJCMDc.jpg

Congratulations to all beautiful ladies on this wonderful spring holiday - International Women's Day March 8th!

Special holiday discounts up to 65% on the all bundles of early access, hurry up to make a purchase at the best price!
http://www.playwildterra.com/#showCaseScreen

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guniball

macrumors member
Original poster
Aug 18, 2015
89
10
Closed Test of the new server. Wild Terra update 0.8 - video review


What happens on the Closed Testing? What has been done on the new server, and what remains to be done, before we can open a server for all of our players?

See it all in the video review update 0.8 from the Closed Testing!
 
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