It’s that time again! The new version of the Wayward beta has been released and is ready for your consumption. Unlike the last version, your 1.1+ saves should be safe!
Some of the greatest stuff from this update:
Wooden walls, floors and DOORS!
Brand new fishing system.
Fullscreen game display (with optional small screen and other performance options).
Count my ums and ahs, haha! Also even after I credited everybody, I stilled missed my girlfriend’s name somehow: Dusty Melling. View the Credit & Thanks page to see everybody that helps out on Wayward currently.
Easily the most requested thing currently, in 1.2 we will see support for doors, and other house-building implements made from the much under-serviced resource, logs. This will give you that look you’ve been after: ugly retro-70’s style!
There’s been quite a mixed opinion on line of sight and fog of war in Wayward. And while my screenshot wasn’t 100% there visually, it still illustrated a solution to a new issue. Most grid/tile/turn-based games have some form of line of sight and fog of war present. Don’t believe me? Take a look through the gallery below:
X-COM: UFO Defense
Brogue
Doom, the Roguelike
Dungeons of Dredmore
Monaco
Project Zomboid
ToME4
All of these games employ this model:
Fog of War
Tiles you’ve never seen; they are black and completely hidden. After seeing them, the tile will be revealed along with any object on them.
Line of Sight
Tiles and objects you can see within your realistic vision. Ones you cannot see (but previously revealed) are a slightly darker shade, visualizing that you can’t see them. NPCs are hidden, although most games will show items even out of line of sight as long as you revealed them previously. Some games instead of hidding NPCs will make them transparent to show you where they were “last seen”, kind of like a memory buffer.
So what’s different in Wayward? Well, in the screenshot I shared, the line of sight looked more like fog of war – it was way too dark. Also, most graphical games employ some type of dithering, blurring or gradient effect to these elements so it looks better visually. I’m not sure if that one is realistic to implement quite yet – but we are still working on it.
Part of the Wayward philosophy is allowing players to play how they want to play, so of course if there enough force against these features, I may consider adding it as a mod, or adding it as a mod to remove – depending on which side the the player-base is split.
In this video I catch up to talking about versions 1.1 and 1.1.1. This is probably old news to most people that read the blog although I talk a bit about the progression of the Wayward project in general as well.
This week we have been playing with line of sight. With the inclusion of fullscreen display, we find players can now see unrealistically out of view to a point where it’s kind of ridiculous. It also ruins some gameplay elements like being able to avoid monsters incredibly easy or seeing every resource in one view – it kind of destroys some immersion and exploration, a pretty integral part of Wayward.
While line of sight fixes this to an extent, adding back in that precious immersion, it also adds in another element: atmosphere with a hint of eeriness. Each tile has a line of sight flag. For example, you can’t see past trees or rocks, but you can see through bare trees just fine.
You may also notice something different about forests in this shot. They are much easier to navigate through, bare trees are more common and the forest floor is now peppered with saplings.
So, it looks like I am doing the whole Screenshot Saturday thingy again. Why not? This weekend we are bringing you a cool preview of the new fullscreen rendering system at work. Believe it or not, this actually runs (even at this size, 1920×1080) a lot better than 1.1 due to some major rendering performance changes. There will still be an option to render a smaller game window if you want, or you can just shrink your window/browser to dynamically scale it down. Also, if you recall, I tried to do this earlier in Wayward development but was SUPER SLOW, so it was cut.
With Beta 1.1, the bug list grew quite big. This intermediate version is used as kind of like a “patch”. It doesn’t contain too many new features – just mostly bug fixes and small improvements.
There is a couple take-away points though, such as:
Torch improvements! Torches now have more durability across the board. Torches can now be unlighted and lit once again without being destroyed. Torches now produce a larger radius of light in general. Nighttime and caves are now darker.
Swimming to the map edge/borders now places you on the opposite side of the overworld.
Hovering over a craft item will now visually show items in your Inventory/Equipment/Quickslots that it uses in the crafting recipe.
NOTE FOR DOWNLOADED VERSION: Your saved game location has now changed. This means, if you run 1.1.1 and have previously run 1.1, your save file will not be used. If you want to use your 1.1 save game in 1.1.1, you will have to manually move it to the new save location which resides in a folder called “save” where ever you extracted/installed Wayward. Depending on your operating system, the old save location is possibly in one of these places:
Windows Vista/7/8:
Users\<USERNAME>\AppData\Local\wayward
Windows XP:
Documents and Settings\<USERNAME>\Local Settings\wayward
Basically, just copy that folder into where you installed/extracted Wayward, and rename it to “save”.
Remember when I said I wanted faster releases? Okay, I mean it this time! It’s just that there was a lot to do in this release, and to most of the users, it should show! Some of the biggest stuff includes:
Resource gathering has been overhauled to match this specification (mostly).
Special shout-out goes to Richard “Orillian” Hobson for all the help in programming for this release. I’d also like to thank Garret, APXEOLOG, and essial for all their great input on coding stuff as well.