[img]https://images.steamusercontent.com/ugc/9549747711153078653/0CB3A854CA5057F208E0386C033F3655B75E2DB6/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false[/img]
[b]The Wuilsafe game page was published in 2024, and this page has hardly changed since then...[/b]
It's not that the game itself hasn't changed, Wuilsafe has changed a lot over the past year, and we've been actively sharing news about its development on our social networks.
For example, on our YouTube channel, even before the Steam page was published, a stream was launched with a demonstration of the alpha version of the game.
[b]The fact that there are no changes on the game page is due to two factors:[/b]
1. Now there is a difficult and protracted stage of reworking the visual style of the game and refining the gameplay.
2. We do not want to publish random information on the page and on our social networks, so we carefully select the material individually for each site. Steam is the most valuable resource for us, and therefore the materials for it should be the best.
[h1]We want to briefly tell you what has changed in the game over the past year![/h1]
[h2]1. Large-scale updates to the game's interface.[/h2]
[i]A lot of changes in the chunk editor, character editor, gameplay UI and more.[/i]
The chunk editor has undergone the most changes, there are many graphical elements, hints, options, the design has changed and optimization has improved.
[img]https://images.steamusercontent.com/ugc/11326051184887394447/0E308706882CDD6E8722890FEBA3E2B864DE6AE2/?imw=1024&imh=561&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true[/img]
Right now we are updating our branded font, so it will also be introduced into the game soon...
[img]https://images.steamusercontent.com/ugc/15005194300787030831/88830AE7B1BB548F433EB2544360EB4AC061F0DC/?imw=1024&imh=1024&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true[/img]
[b]Speaking directly about the gameplay, we have improved the interface as follows:[/b]
- We have added new hints that help the player understand what he is interacting with, as well as hints about how occupied the position is and what size blocks can still be placed on it.
- We have made our own unique icons for the items in the inventory to make it easier for the player to recognize them.
- We completely changed the inventory by removing a separate screen and adding a minimalistic window that rises from the bottom to the top of the screen if you hover the mouse cursor over a field with indicators (health, hunger, etc.).
- We even changed one of the camera angle options so that it shows the image not just "isometrically", but completely displays the chunk in which the player is located, creating the effect of games like Diablo and the like.
[h2]2. Lots of gameplay innovations.[/h2]
[i]Developing the Warot infection mechanics, adding a 3 new aggressive mobs, adding new ones graphic elements and more.[/i]
It's very brief here, because the information is very large and it's better to wait for the future trailer and videos on the YouTube channel.
We've deepened a lot of mechanics, improved the connection between the various elements and creatures in the game to make the world feel alive. Thus, now our Warot infection has a clear motivation, the method by which the infection occurs, individual mobs that demonstrate the resource that the infection uses to consume the world, and much more...
Two mobs refer to the last paragraph, and the third was chosen in a vote by our audience: concept art with a description and a survey system were proposed in which it was necessary to evaluate the mob according to several parameters. The results changed until the last moment, one mob or another came out ahead, but in the end the terrible creature from the depths of the caves won, which will become a real night nightmare...
A lot of new things have been added from the graphic elements:
- A well-developed clouds generation system.
- A system for displaying reflexes on water (it has nothing to do with RTX and the like, it's a simple system that changes the shade of the water in accordance with the environment).
- A system that creates particles and effects that complement the gameplay and have many parameters.
[h2]3. Reworking the visual style of the game.[/h2]
We have repeatedly received feedback that the game looks "bad". Of course, we are aware of this situation. We had a clear visual style that was inspired by retro games and pixel art aesthetics. But obviously the players didn't appreciate this, so we started actively experimenting and developed a new style, which is partially based on the previous one, so that it would be easier to redraw a lot of already made textures.
This is what a modern prototype of the visual style of the game looks like. Now all textures are being redrawn to match it.
[img]https://images.steamusercontent.com/ugc/16044957241216636538/F488E88A0ADC8ABD2D2BC1C56C3221560F0040C7/?imw=1024&imh=1024&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true[/img]
The new style of the game is inspired by painting, there is an imitation of brushstrokes on the textures, the color of which helps to visually combine the blocks of the same biome.
In the future, we plan to make a full-fledged video for our YouTube channel, where we will tell you in detail how the new style was developed and what interesting features we were able to include in it.
[h1]That's not all...[/h1]
In this post, we have not touched on all the changes that have occurred with the game over the past year... We still have something to surprise you with, but for now we continue to confidently move towards the release of Wuilsafe.
Wuilsafe is a very large project with huge development potential in the future.
And so that our subscribers don't sit around without news, we've made sure that a spin-off game called [b]Wuilsafe: Roots[/b] will be released this June, which will immerse players in the retro aesthetics of the 80s -90s games!
[b]Thank you so much for continuing to follow us, we will definitely surprise you more than once ;3[/b]