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Lone Wolf
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Platforms: PC, Mac, Linux
Languages: English
Posted:
Updated:
Aug 30, 2012 @ 7:29pm
Apr 4 @ 5:49am

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Recent Announcements View All (15)
Revamped GUI
    The following changes were made:
  • • Added new automated Joystick support. If there are controller plugged in, the game will attempt to set up all controllers with default input configurations.

  • Altered input to a new input scheme, removed Punch Left/Punch Right, Kick Left/Kick Right, Autolock, Journal and added Quick Type, Item / Weapon, Quick Left, Quick Right, Zoom In, and Zoom Out.

  • Fixed some minor input related bugs. Changed the Controls screen to feature new input.

  • Changed Special Moves Input for playable characters, with a new "Casual Play" mode with simpler input. Input for specials include changing in to the Werewolf and back with holding down Block and pressing Down + Punch, all other specials use either Up + Punch, Down + Punch, Up + Kick, or Down + Kick.

  • Fixed a bug with grabbing to help up an ally, now prioritizes reviving fallen allies over enemies.

  • Updated the art for the Status Bars, now includes the current Quick Item and Quick Weapon as well as ammo and quantity.

  • Added a "How To Play" screen under "Options", also replaces "Continue" if you don't have any savegames. It is basically a brief version of the manual.

  • Changed input for menus that required the PUNCH button (Button B) to be replaced with the JUMP button (Button A), so it matches the XBOX / PS controllers default accept/confirm.

  • All joysticks can now navigate the menu and Button B on a controller will go back in the General Menu.

  • Added "Play Style" to the "Gameplay" section under "Options" can now choose between the default "Casual" style of play or the old "Hardcore" style of play.

  • Made a new progress bar for loading, and slider for save games. Also adjusted the way you can change values in the General Menu so it is faster.

  • Bugfixes for camera zooming with other players, some occlusion culling fixes for terrain disappearing.

  • Completely rehauled the user manual and added more images.


The next issue I tended to see was another barrier to getting people into the game and really experiencing everything the game has to offer especially in regards to the Special Moves. I'm from more of an arcade background, so I love a few complex controls here and there to give more tension to the play to try to pull off some moves, however I saw quickly that this style of play was not for everyone, so I decided to borrow from Dragon's Crown and make the Specials related to a directional + button. So now all specials are executed with Up or Down + the Punch or Kick buttons. I have created "Play Styles" with a "Casual Play" mode for easier specials input and for those who like to have more of an arcade feel to the controls with a "Hardcore Play" mode.

I've also taken a few days time to go and rehaul the instructional manual completely, adding images and rearranging it so that all the good stuff like controls, GUI info, and character info comes first.

I redid the graphics for the Status Bars and now you can see the current Quick Item and Quick Weapon and it's Ammo without having to open up the Quick Menu every time! So this in conjunction with the new Quick Buttons (Quick Type, Quick Left, Quick Right, Item / Weapon) I think it makes the gameplay flow a lot better. Now you can easily see what items you have equipped and ready to use during play. I also added a How To Play section to the Options menu screen and also have it replace Continue if it is your first time playing or do not have any savegames. This should make it easier for first time players to check out how the controls are set up.

I had to sidestep the animation rehaul in favor of usability since that seemed to be the main issue stemming from all the feedback I had gotten. I also found a lot of minor bugs and some occlusion culling bugs during the GUI revamp. I think I have most if not all taken care of now, so I can pretty much focus on making everything else look pretty now. So next up is going to be animations and effects, and then a lot of game balancing after that. If you haven't already, you can
I had to sidestep the animation rehaul in favor of usability since that seemed to be the main issue stemming from all the feedback I had gotten. I also found a lot of minor bugs and some occlusion culling bugs during the GUI revamp. I think I have most if not all taken care of now, so I can pretty much focus on making everything else look pretty now. So next up is going to be animations and effects, and then a lot of game balancing after that. If you haven't already, you can pre-order or donate today at http://www.lonewolfgame.com or at http://www.play-em.com/login//user.buyregister.php?gameid=17, and play the latest iteration with all the improvements! Hope you are enjoying the progress, more updates soon!

If you want to support the game please purchase or donate at:

http://www.lonewolf.ws/store.php

http://www.lonewolfgame.com

http://www.play-em.com/login//user.buyregister.php?gameid=17

Also check out the game on these sites:

New Grounds[lonewolfgame.newgrounds.com]

http://www.facebook.com/LoneWolfGame

Google+ LoneWolfGame

http://www.twitter.com/lonewolfgame

http://www.lonewolf.ws/rss

Youtube LoneWolfGame

Steam Greenlight

Tumblr[lonewolf2877.tumblr.com]

New Cutscenes
  • Added a new cutscenes to set up the story along with new music track.

  • Fixed the some quest bugs.

  • Fixed some more bugs with dialogue.

  • Dialogue and images polished up for the intro.

  • New cutscene that has interactivity.


It's been a long time since the last update, but I've been hard at work cleaning up the current Intro cutscene as well as creating all new art for the new cutscenes. I even included a new cutscene that is interactive, so the current level is complete right now. I want to give a big shout out to some of the people that made this possible, David Ghilardi, one of my best friends and a great actor as well as comic book super buff helped me out with the dialogue rewrites, this made everything flow a lot better with my artwork. I also want to thank Chris and Dimitrios Papakostas for helping me get in some awesome new music into the game that really makes this new cutscene a thrill to watch. I also want to thank the people that are helping me set up for the Dogeparty West[www.meltcomics.com] that I will be demoing Lone Wolf in public for the first time, it is at Meltdown Comics in Hollywood and I'll be doing some giveaways to those that try out and give me feedback on the game! Hope to see some of you there!

There is unfortunately nothing new on the animation front, the new animator I had been collaborating with has been busy at school, and we found some quirks with Stickman that make it impossible to continue using the program. So I've been trying out a lot of new 2D animation programs, and none of them have seemed to fill the gaps that I need in my workflow to make things easier. Then I discovered a free open source project for Unity called Unity Sprites and Bones[forum.unity3d.com]. It introduces a skeletal animations system with Unity that is pretty easy to set up and has deformation as well. I have decided to add more to this project and help with this development to be my go to tool for the new animations. It still needs freeform deformation and some tools to help create collision boxes for 2D, but I think it may be possible to add these in the future. In the interim, I have added an exporter to output animations to PNG files, so I can create sprite animations out of the 2D skeletal animations I create in Unity. I also am helping out with a PSD importer that we already have working to import PSD layers into Unity and create atlases and sprites from them.

So next on my agenda, is getting Unity Sprites and Bones into my workflow and polishing up and creating all new animations for the game. After that I'll be working on restructuring the GUI and polishing up all the assets for it. Praying that the time between this update and the next will be a lot shorter! Pre-order or donate today at http://www.lonewolfgame.com or at http://www.play-em.com/login//user.buyregister.php?gameid=17, to see and play the new cutscenes! Thanks again for all the support!

Description
Release date: Playable Alpha Available Now with Pre-Order, Full Release possibly end of 2014
Lone Wolf: A Post Apocalyptic Beat-Em Up Role Playing Game. This action/adventure game lets a player use martial arts skills, weapons, and turn into a werewolf to fight their way through a world set in the aftermath of post nuclear devastation.

This game is considered to be a Beat-Em Up Role Playing Game, where you take control of a character and his special fighting abilities. Akin to the art of a comic book, it relies on 2D animation for the characters in a 3D environment to give it a new style to the games of today. It can be played as a single-player game or co-op with other players, in several modes of game play including a Story Mode and a multiplayer Fighting Mode. The game is currently playable on Windows, Mac, and Linux.

The focus of the game play combines the aspects of a beat-em up fighting action filled game with the character building and interaction of a role playing game. However, the character building is transparent, for the most part, allowing for players to play as they want and get better at what they do best. The world is non-linear and open for players to explore and discover its secrets and have encounters with the denizens of the world in the aftermath.

This game has a very retro-feel as it takes the player back to the days of the beat-em up arcade machines of the 1980's and 1990's, and shows how fun a platform styled action/adventure game was and can be today.

Current Features and Notes

Game is still in an alpha phase so animations, art, and game mechanics are still works in progress.

All character art is hand drawn and the environments are all 3D modeled. The sprites and artwork is currently made for 1080P.
  • Main character "Lone Wolf" can transform into a werewolf to fight enemies

  • Comic book style cutscenes as part of a full storyline that the main character is engrossed in

  • Currently local multiplayer only, up to 4 players

  • Wrestler character "Brok" can be played in multiplayer or AI driven, more playable characters will be added in the future

  • Playable characters can be AI driven, if you play a multiplayer game and want to continue without your friend the playable character can be switched to AI on the fly. AI can be customized per character

  • Sneak kills can be made as the character is in some shadowed areas of the game

  • Characters have unique skills that increase in the way that you play, there is no level building, the character just improves their skills based on how often and how you use the skill.

  • Characters use weapons that they are skilled in, so there are weapons that can only be used by certain characters. Currently there are 28 playable weapons! 10 different guns, 3 different swords, 4 different knives, and a lead pipe that can be used by the main character Lone Wolf, and 3 guns and 4 heavy two handed melee weapons for Brok the wrestler, and finally 3 throwing weapons that can be used by both playable characters

  • 6 Unique death animations per character, each character has different special moves to trigger the death animations on foes.

  • NPC character interaction and dialogue, there are branching quests and event driven dialogues that the main character can progress through

  • Customizable difficulty, camera control, and player input



The following features are in planning but not yet implemented
  • Death moves that are unique to each character

  • Additional playable characters that can be added to the party or played in multiplayer

  • More weapons and items, such as grenades that can be upgraded or bartered with NPC characters

  • Extended levels within and outside of the wasteland

  • Vehicle combat



For preordering the game, or more information and the development progress please visit:

http://www.lonewolfgame.com


To pre-order and play the alpha now or buy Lone Wolf merchandise please visit:

http://www.lonewolf.ws/store.php

*If you have trouble visiting the website, my filters are a bit aggressive to some countries, please contact me on my profile or at info@lonewolf.ws with your ISP so I can edit the filter for you.*

Also check out the game on these sites:

http://www.indiedb.com/games/lone-wolf

http://www.facebook.com/LoneWolfGame

Google+ LoneWolfGame

http://www.twitter.com/lonewolfgame

http://www.lonewolf.ws/rss

Youtube LoneWolfGame

Now accepting Dogecoins and Bitcoins for pre-orders and donations!
Popular Discussions View All (1)
3
Oct 12 @ 6:29am
graficos
1fabian_222
266 Comments
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lonewolfgame  [author] Oct 5 @ 9:34pm 
@Alex Belmont I remember that game when I was a kid, it was hard as hell :D Thanks for the vote! I'm still reworking the animations with an animation tool I had a hand in creating for Unity. Everything will look a lot smoother in the final build, it is coming along nicely I cannot wait to show it, but I am putting it off until I have them all running in game so you can see the difference!
Alex Belmont Sep 29 @ 1:40pm 
Strange but it's reminds me werewolf the last warrior, i mean the hero could transform into a werewolf.Voted, Good Luck!
EmporerFurby Aug 18 @ 6:54pm 
i loved streets of rage played it so much growing up and even today i play it from time to time. well anyway looks great keep up the good worki really hope to see this on steam
lonewolfgame  [author] Aug 15 @ 9:27pm 
@rabidkujo456 It is very influenced by Streets of Rage :) That is one of my all time favorite game series!
EmporerFurby Aug 12 @ 12:48pm 
the look of it reminds me of streets of rage almost
lonewolfgame  [author] Jul 28 @ 2:30pm 
@jellefirst Thanks for all the compliments and feedback! All the animations are being redone with a skeletal animation tool for Unity I have been working on for a while now. This should help with making everything a bit more fluid, since I'll move to a skeletal/hand drawn mix for animations. As soon as I have some to show I'll be updating here ;)
lonewolfgame  [author] Jul 28 @ 2:27pm 
@ChernoPig Good the game could use more blood! :D actually all the sound will be redone including the current voicework, it's very WIP.
jellefirst Jul 27 @ 5:21am 
@lonewolfgame: forgot to mention that you got the atmosphere and post-apoclyptic feel just right, I felt emersed in it just by watching the trailers. Must be even better ingame! Also like the gritty soundtrack, butchering badguys to the beat, Ah Yeah!
jellefirst Jul 27 @ 5:18am 
@lonewolfgame: Like the artstyle and all the gore, brings back memories of good old beat em ups, that's why I voted! But is it possible to make the movement of the characters and the fights more fluent, it looks a bit clunky now. This remark is purely intended as a way to support you in making the game better, I hope you appreciate my contribution. Keep up the good work, I wish you the best of luck!
lonewolfgame  [author] Jul 21 @ 9:46am 
@Black Lodge Games Thanks so much for the compliments, that is exactly what I want to do with it! Spread the word, tell others to help get it Greenlit!