Fullscreen goodness! Sneak “peek” at Wayward, Alpha 1.2 interface and window size.
Update: Unfortunately due to technical limitations and some browser-related issues, this will not be appearing in 1.2 any longer.
It’s that time again! A new Alpha version has been released for Wayward!
http://www.unlok.ca/wayward/
As always, would love to hear what everybody thinks.
Check out the comment thread via Reddit. (posted in /r/roguelikes)
This video was released in conjunction with Wayward Alpha 1.0 being released.
The very first public release is now out for your enjoyment and consumption!
Play it here:Â http://www.unlok.ca/wayward/
Some screenshots of what to expect:
Some of the initial features for this early release:
I think my voice is getting creepier. In this video I show you a lot of the work that I have been putting into this project and game. Many systems are now implemented, so now it’s about fixing bugs, adding content, and more importantly making the game, a game (as per my design doc). This was before Wayward had a name.
Here I showcase some of my early graphical ideas on the engine. Closer to the end of the video, I display what the engine looks like to date. Featuring movable, sortable inventory and crafting boxes via JQuery UI and my “overlapping grid” tech for sprite work. This was before Wayward had a name.
Here I am showcasing work on my first game engine/framework, or whatever you want to call it. This is very preliminary as I am also learning JavaScript/JQuery as I go.
In it’s current form it’s a roguelike/RPG grid-based engine with resource gathering and movement-based monster movement (turn taking). This was before Wayward had a name.