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Lone Wolf
December 23, 2015 - lonewolfgame

https://www.youtube.com/watch?v=owrUCuo_Lbk

After a long hiatus in updates, I'd figured I'd share some of the new animations and audio we have cooking up for Lone Wolf. My good friend Robert Rice has been creating amazing audio effects for all the sounds in the game, so here is a little teaser he put together for some of the guns we are working on. In a nutshell we have all the player character's regular animations done, and working on the new werewolf animations as well. Also started converting everything to Unity 5 so there will be a lot of improvements with the AI, sprites, animations, shaders, etc. It's been a rather busy year for me as I am a new father to a beautiful baby girl and trying to wrap up Lone Wolf by next year. I have been steadily working this whole time, but want to show it as a part of the game play but it is not quite polished to my liking yet to show publicly. Needless to say I am excited about 2016 and what it has to offer, and you'll get to see more frequent updates on this project soon! Looking forward to the next post, happy holidays everyone and again thanks for the support!

May 22, 2014 - lonewolfgame



Vote for the game on Steam Greenlight!

The newest alpha build 0.5.7 is ready for download! Log in to your Play-Em account at http://www.play-em.com/login and download the latest version!

    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]

April 4, 2014 - lonewolfgame



The newest alpha build 0.5.4 is ready for download! Log in to your Play-Em account at http://www.play-em.com/login and download the latest version!

The following changes were made:

  • 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!

December 8, 2013 - lonewolfgame



The newest alpha build 0.5.1 is ready for download! Log in to your Play-Em account at http://www.play-em.com/login and download the latest version!

The following changes were made:

  • Added a new sidequest involving Bud to assassinate Biff. Start a new game to start the side quest.

  • Fixed the way quests and dialogue are handled, should run smoother now.

  • Fixed some bugs and dialogue related to the tutorial text.

  • Fixed some input bugs related to the inventory and opening and closing.

  • Added some triggers to spawn more enemies when backtracking.
  • Fixed many of the camera issues, added camera shake to heavy hits.


It's been a while but I have been hard at work on some new content added to the level! Finished up a sidequest involving another NPC named Bud, you can find him in the South West part of the level. There are multiple branches of dialogue in his quest, so try to play it as you like and see what happens! I've also added some more enemies for when you backtrack to meet up with Bud again so it doesn't leave the level void of some fun character building combat to occur. I have reworked the questing and dialogue system quite a bit, so it should be easier for me to add quests and special level related events so I'll be adding some more to this level soon.

On another note, I'm happy to announce that I have also been at work on getting some new characters ready to animate and I have some help in this regard. I've been working with Mike Atniel, a really great guy and former animator of The Simpsons TV show, and we are getting some new characters rigged and ready to animate with an animation software that I've been really impressed with, called Stickman. Basically it allows you to set up cut out animation with deforming image control points, this allows for some really smooth transitions and making the animations look a lot less like cut out animation. We'll also be editing the images by hand to spruce them up a bit more and give them a more dynamic feel. I might share some of this development in a future video to show how we animate with it, as it is pretty impressive how easy it is to set up a rig and get it animated right away. We'll be working on new characters and brushing up the current characters using these techniques.

I'll be working on cutscenes next, fixing up the current ones, adding some more cutscenes, and fixing up some more of the art and bugs that pop up. Hopefully we'll have some neat new characters to show you soon! Pre-order or donate today at http://www.lonewolfgame.com or at http://www.play-em.com/login//user.buyregister.php?gameid=17, to try out the new quest! Have fun with it!

October 24, 2013 - lonewolfgame

Halloween is right around the corner and here is your Werewolf fix!!! From now until Halloween at midnight, Lone Wolf: Episode 1 will be on sale for $6.66!





The newest alpha build 0.5.0 is ready for download! Log in to your Play-Em account and download the latest version!

The following changes were made:

  • Added destructible objects! Exploding barrels, crates with items, and other objects to smash up in the environment.

  • Day/Night cycles, near time 7AM/PM should change night to day / day to night.

  • Fixed loading to be much, much faster! Overall, everything should have been sped up considerably, load times should not be an issue now.

  • Fixed rare annoying bug that would have the objects being picked up not disappear and remain at character's feet.

  • Start a new game, save games will not work right with this build since spawning NPC's and items has changed.

  • Fixed many of the camera issues, added camera shake to heavy hits.

  • Fixed loading bug from savegames where multiple enemies would spawn in various areas.

  • Mash buttons to get up off the ground quicker and gain some extra Ki.

  • Minor fixes to textures, materials, and collision throughout the environment.

  • Minor bug fixes to the Menu, namely adjusting audio volumes.

  • Minor fixes to animations to load properly, should fix some of the effects animations not loading and playing properly.

  • Added a prompt for when a weapon that needs ammo and cannot be equipped.

  • Found a rare Unity bug that crashes Windows 64 bit standalones, if you are getting a crash on start with the 64 bit build, use the 32 bit one instead. This issue is still remaining until Unity fixes it since it is related to the physics used by the game engine.


This is a major build, I have spent a lot of time fixing many of the outstanding issues that have been plaguing the game for a while and am happy to say that this is getting ever closer to a polished state! I have added day and night, as I have been mentioning for a while now, it works perfectly and the lighting and cross hatching of the environment changes along with the time changes. I also decided to add destructible objects, now there are crates, barrels, concrete barricades, and exploding oil drums to smash up and find dropped items from. Destructible objects that have been destroyed should be saved in the save data, so if you load a save game and see any extra destructibles, please let me know.

This build also has some camera improvements as well as a camera shake now for when you or your enemies make heavy hits. I've also added the ability to get up off the ground after being knocked down quicker by button mashing. This will also result in gaining a bit of Ki as you do this, if you are very quick it can give you enough for that special move to get out of a dangerous situation! You'll have to start a new game since the old saves will not load spawns properly, you'll most likely see duplicates of NPCs and items if you do load from a save since I have changed the way the data is saved and loaded. Over all the whole game should have better speed, I spent a lot of time optimizing functions and removing unnecessary code and loading areas is the most notable, it should be taking a few seconds to load new areas now instead of a minute or two.

I have found a rare Unity bug that occurs on my system, as well as several others, where the game will crash on load almost immediately if you are using Windows 64 bit builds. If this is happening to you please email me the items in the crash folder, most importantly the output_log.txt file and the crash.dmp file. You can find this under the folder you installed the game to in a folder that has the date included as the folder name. As always, feedback is always welcome and appreciated, I really want to try to squash any remaining gameplay bugs that pop up and I will be spending a lot of time revamping the questing systems and fixing up the tutorial and GUI next. Lone Wolf: Episode 1 is available to pre-order at a special price for Halloween this week: $6.66! Pre-order or donate today at http://www.lonewolfgame.com or at http://www.play-em.com/login//user.buyregister.php?gameid=17, to play the latest alpha build! Hope you enjoy this version and have a fun and safe Halloween!

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