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LoneWolfGame

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Thanks for all the support, Lone Wolf is now Greenlit!  Will be sharing more news on a Steam version soon!
Steam Workshop: Greenlight. 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 i
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LoneWolfGame

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This video shows some new game play clips with some of the new features available in the latest alpha build of Lone Wolf.

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.

After all the feedback I got on Lone Wolf from the DogeParty at Meltdown, I decided that making it overall simpler to get in and start playing was the biggest priority. I had set up the controller input a head of time for the demo, and realized that if players have controllers, this is what they'll be playing with more than the keyboard or mouse. So I knuckled down and spent this whole time getting the game to autodiscover the most recognized controllers and autoconfigure them for the game. So if you have an XBox Controller, you will most likely have the best luck with that as all platforms tend to play nice with XBox controllers over the others. It should also work with PS3 controllers (as I got mine to work with the Motionjoy drivers) but may need more tweaking. If it doesn't recognize your controller automagically, then you can always manually put in the input configuration in the Controls Menu under Options from the main game menu.

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 also created some new input buttons based on the Quick Menu feedback, now you can use the directional pad on a controller to switch weapons and items even quicker without having to bring up the Quick Menu GUI. Hitting Quick Type lets you change the type of the item/weapon in your Quick Menu, while Item / Weapon let's you switch between items and weapons in the Quick Menu. Quick Left and Quick Right allow you to select the previous or next item in the inventory for the current type of item you have selected. So using these inputs you can forgo the holding down Switch (Tab or Left Bumper by default) and just push these buttons to change your item selection. This should make it easier to change weapons or items you want to equip or use in combat on the fly, but the old method is still retained to make it fit for controllers that don't have the extra directional pad (arcade stick as an example).
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 also did some adjusting to how menus are handled in the game and moved the PUNCH button to confirm to the JUMP button so this corresponds more with the console style of confirming/canceling menu items. Button B is now used on the controller to go back in the menu as well. I changed the loading bar to the blood splat and a numerical percentage so it is easier to see how much left is needed to be loaded. Also changed the slider for savegames to fit more with the menu style of the General Menu. All the connected joysticks/controllers can now control the General Menu as well, so other players can pause the game and use the menu for changing items too.

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, and play the latest iteration with all the improvements! Hope you are enjoying the progress, more updates soon!
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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!

This video shows some new game play clips with some of the new features  available in the latest alpha build of Lone Wolf.

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 some textures on objects throughout the level, added more objects to the level to give it a better atmosphere.

• 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, to play the latest alpha build!  Hope you enjoy this version and have a fun and safe Halloween!
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LoneWolfGame

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This video shows some new game play clips with some of the new features available in the latest alpha build of Lone Wolf.

The newest alpha build 0.4.5 is ready for download! Log in to your Play-Em account and download the latest version!

The following changes were made:

• Stealing and Trading between characters! To steal from an NPC you must be hidden from sight in a shadowed area, while sneaking (holding down Block), press grab to enter the menu. Navigate the menu by using the mouse or pressing Select to go through the menu items and press Switch to change between Items to Trade and Items to Receive. While a trade slot is selected, press Punch to add 1 item to the slot, or press Jump to add all of the quantity to the slot. Pressing Kick will reduce it by one, and pressing Grab will empty the slot. When ready to trade, click on the Trade button or press Select until Trade is highlighted in yellow, then press Punch, the same applies for canceling a trade. You cannot be hurt or move while trading or stealing.

• Trade between player characters by holding Block and pressing Select. You can switch between characters by pressing Inventory.

• Stealthy AI and Hiding now works (still a bit buggy, but workable enough to use).

• Fixed a minor bug related to mouse input and multiple players.

• Fixed up some minor bugs related to AI and pathfinding, should be a bit smoother now.

• Fixed a minor bug related to dropping weapons and not resetting the weapon properly.

• Updated manual to include trading and stealing.

Finally got stealing and trading implemented, you can now try to steal from an enemy character or trade with an NPC via dialogue. Now is is also much easier to manage inventories between players so you do not have to drop an item on the ground and have the other player pick it up. I tried to make navigating and using the Trade Menu as easy and straight forward as possible, hopefully this will alleviate inventory management a bit. I wanted to make trading, stealing, and sharing items use as little restrictive menus as possible, I'm really not a big fan of pushing the player into menus while other players have to wait around, so other players can still move about and interact with other characters and the environment while a trade/steal is happening.

I've been at E3 the past few days, it's really fun to see a lot of new game and technology coming out this year and next. It'll be interesting to see when Lone Wolf Episode 1 finishes up and what it's role will be at a future E3, hopefully the Indie scene will be a bigger force to get noticed more amongst all the big companies pushing their products to the press and other developers in the industry. I will do some more clean up of AI routines for the next build as well as add some more skill building via trading and dialogue. I will try to add more mini quests throughout the level that involve more story integration and involve the new trading system. I'll also finish up the lighting and day/night to give the level a bit more polish, after that will be weather and a push to finish up tightening up the play areas of the level and polishing up art assets. To play the game now, pre-order or donate at http://www.lonewolfgame.com or at http://www.play-em.com, hope you enjoy the new systems in play in the game, please let me know if you find any bugs or experience any issues worth mentioning! Enjoy!
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Lone Wolf has been Greenlit on Steam!  Thanks for all the support!  Expect  some news on a Steam version soon!
Steam Workshop: Greenlight. 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 i
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This video shows some new game play clips with some of the new features available in the latest alpha build of Lone Wolf.

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.


After all the feedback I got on Lone Wolf from the DogeParty at Meltdown, I decided that making it overall simpler to get in and start playing was the biggest priority. I had set up the controller input a head of time for the demo, and realized that if players have controllers, this is what they'll be playing with more than the keyboard or mouse. So I knuckled down and spent this whole time getting the game to autodiscover the most recognized controllers and autoconfigure them for the game. So if you have an XBox Controller, you will most likely have the best luck with that as all platforms tend to play nice with XBox controllers over the others. It should also work with PS3 controllers (as I got mine to work with the Motionjoy drivers) but may need more tweaking. If it doesn't recognize your controller automagically, then you can always manually put in the input configuration in the Controls Menu under Options from the main game menu.

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 also created some new input buttons based on the Quick Menu feedback, now you can use the directional pad on a controller to switch weapons and items even quicker without having to bring up the Quick Menu GUI. Hitting Quick Type lets you change the type of the item/weapon in your Quick Menu, while Item / Weapon let's you switch between items and weapons in the Quick Menu. Quick Left and Quick Right allow you to select the previous or next item in the inventory for the current type of item you have selected. So using these inputs you can forgo the holding down Switch (Tab or Left Bumper by default) and just push these buttons to change your item selection. This should make it easier to change weapons or items you want to equip or use in combat on the fly, but the old method is still retained to make it fit for controllers that don't have the extra directional pad (arcade stick as an example).
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 also did some adjusting to how menus are handled in the game and moved the PUNCH button to confirm to the JUMP button so this corresponds more with the console style of confirming/canceling menu items. Button B is now used on the controller to go back in the menu as well. I changed the loading bar to the blood splat and a numerical percentage so it is easier to see how much left is needed to be loaded. Also changed the slider for savegames to fit more with the menu style of the General Menu. All the connected joysticks/controllers can now control the General Menu as well, so other players can pause the game and use the menu for changing items too.

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, and play the latest iteration with all the improvements! Hope you are enjoying the progress, more updates soon!
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This video shows some new game play clips with some of the new features  available in the latest alpha build of Lone Wolf.

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.

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, to try out the new quest!  Have fun with it!
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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!

This video shows some new game play clips with some of the new features  available in the latest alpha build of Lone Wolf.

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 some textures on objects throughout the level, added more objects to the level to give it a better atmosphere.

• 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, to play the latest alpha build!  Hope you enjoy this version and have a fun and safe Halloween!
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This video shows some new game play clips with some of the new features available in the latest alpha build of Lone Wolf.

The newest alpha build 0.4.2 is ready for download! Log in to your Play-Em account and download the latest version!

The following changes were made:

Splitting enemies! Split enemies vertically in half! Can be executed on the death of an opponent with certain special moves and weapons for characters, experiment to see if you can find them!

Kick enemies on the ground. Just get near enough to a downed opponent and press the Kick button.

New special uppercut move for Lone Wolf. Press forward twice and Punch to execute, can also be done while grabbing.

Fixed up the Custom AI routines so they run smoother, taunting should now work properly.

Edited effects so they are different colors per player for Lone Wolf.

Added Brok clone as the 4th player instead of a Lone Wolf clone.

Updated manual to include new Uppercut attack for Lone Wolf.


Well, after a lot of work and help from a good friend, I got all the death moves in and started fixing up the AI routines. You can now split enemies vertically in half if they are grounded. I also included a new uppercut that Lone Wolf can use so long as he does not have a weapon equipped, although it will work the same as if he had a knife which has a longer range, and a special grab uppercut animation is used when you are grabbing an enemy. You can also now kick enemies on the ground with Lone Wolf and Brok, so long as you are close enough to them while the enemy is downed.

Since I decided to get a new video card, I can now capture video in 1080P to show a lot more of the graphical detail Lone Wolf actually has in it at this stage, even though a lot will be cleaned up and tweaked in the near future. I'll be continuing the clean up and implementation of some new AI routines, and then work on stealing/bartering, finishing up the lighting, day/night, and weather, and polishing up the level to prepare the game for beta. Have fun with this version, and as usual, feedback is welcome and appreciated! Get the game today, pre-order or donate at http://www.lonewolfgame.com or at http://www.play-em.com, have fun with this version, and as usual, feedback is welcome and appreciated!
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Tagline
Lone Wolf: A Post Apocalyptic Beat-Em Up Role Playing Game
Introduction
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.