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[Devblog] Wakfu 0.2 is at the door
 Zidrune
Ankama Community Manager
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post 16 Jun 2009, 13:50 | #1
[Devblog] Wakfu 0.2 is at the door Ah, my dear Wakfusians, my fingers are trembling! So much time has passed, and I’ve so many things to tell you! Wakfu is like the plant we’ve had ever since it was a seed, that we’ve cherished after planting, that we’ve marvelled at after each new bud, that we’ve worried about over each discoloured leaf, and that we hope will bear beautiful fruit. We find it somewhere sheltered and sunny, without being too warm, so that it can show off its magnificent flowers. Every day, we water it with love and….Alright! Stop! Enough with the poetic metaphors! I know full well that you’re eagerly looking for news, and we’ll do everything we can to provide it in this Devblog article.

It’s no longer a secret: version 0.2 is nothing like version 0.1 (from now on, we’ll call them v2 and v1 respectively). Although the basics are the same, the vast majority of things have been revised.

One part of the overhaul that immediately jumps out is, of course, the game’s graphics and its overall aesthetic. In fact, the entire interface has been changed, as have the visual effects of spells. These effects have led to the creation of many new APS (Ankama Particle System).

The other big part of the overhaul is that the majority of the features currently in the game have been entirely rebuilt.

As for the Beta test of v2, after deliberating, cogitating and digesting, we have decided to postpone it.

While we wait for the joy that the launch of the new, long-awaited era of Beta testing will bring, here are plenty of pictures of the fierce development of the last 5 months!

Thanks to Eskarina for her help writing this article.
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 Swisp
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post 16 Jun 2009, 14:17 | #2
I think im in love. i think the dev team has spent alot of HARD work and it is going to pay off! I want to be a pert of this!
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 GoldfishGod
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post 16 Jun 2009, 14:34 | #3
That is a huge post!

The new map is pretty awesome "ye olde".

Preview of some new Sacrier spell-icons.

I can't actually see anything different about the inventory, except it has some new squiggles in the borders. I think the main problem that needs to be addressed is how the multiple bags pop-up. I'd suggest opening them all in a single box, with a clear border dividing each "section" (corresponding to each bag).

For professions, it seems like harvesters lost something. At the moment, their craft recipes take over during long breaks between actual harvestable resources. I think instead of taking that away, they could share basic recipes that other professions get. So a farmer and a baker, can turn seed into flour, but only a farmer can harvest the high-level stuff, and only the baker can make high-level bread. I know there's no longer a strict level you have to be in order to craft an item, but I hope we still have some guidelines as to success, ease, etc chances for each recipe.

They've finally got a Marketplace. Hopefully, they'll add to the cost of putting an item up for sale an additional cost to automatically repair the item, so that instead of having to wade through 100s of the same item in different states of repair, we can just pick up whichever is going for the lowest price. And it'd even allow people to ignore the Repair profession for a fee.

This post has been edited by GoldfishGod: 16 Jun 2009, 14:50
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 Hurraah
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post 16 Jun 2009, 16:28 | #4
Whenever i read a new about wakfu i feel very happy and excited.Thanks guys
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 oongle
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post 16 Jun 2009, 18:31 | #5
This looks absolutely amazing. Of course, with all the new stat-related stuff there'll probably be a server wipe, but it's worth it. smile.gif The new map is looking stylish, the added characteristics look pretty cool. And, of course there's the new Haven Bag functions.

Now we just have to hope for a fix on the black tile glitch.
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 spartaneer
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post 16 Jun 2009, 19:19 | #6
This is absolutely amazing but...

Date for this beta test release? unsure.gif
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 onebigjose
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post 16 Jun 2009, 20:52 | #7
i dont know about all of u i have to say finaly i have not played in a long time.
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 ElfShadow
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post 16 Jun 2009, 21:06 | #8
QUOTE (spartaneer @ 16 Jun 2009, 14:19) *
This is absolutely amazing but...

Date for this beta test release? unsure.gif


There is actually no date for the Beta test, neither open nor closed. If there is an announcement, i'll relay the information to you guys! wink.gif

This post has been edited by ElfShadow: 16 Jun 2009, 21:07
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 Xianz
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post 16 Jun 2009, 23:41 | #9
Awsome updates, can't wait to try the game out.

QUOTE
DungeonsWe’ve not really told you anything about Dungeons to maintain the surprise for the upcoming Beta test. Eight dungeons are finished, although they still need a few final touches to bring the gameplay up to the level we’d like. You’ll be able to discover one of them exclusively at AC#4!

Whats AC#4?
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 GoldfishGod
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post 17 Jun 2009, 01:16 | #10
QUOTE (Xianz @ 16 Jun 2009, 23:41) *
Whats AC#4?

Ankama Convention number 4 (they've had one once every year, over the last 3 years, the 4th is this month)

This post has been edited by GoldfishGod: 17 Jun 2009, 01:17
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 Paletunio
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post 17 Jun 2009, 01:25 | #11
Only thing I don't like is theres nothing about osa's.
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 GoldfishGod
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post 17 Jun 2009, 01:50 | #12
QUOTE (Paletunio @ 17 Jun 2009, 01:25) *
Only thing I don't like is theres nothing about osa's.
They've said previously, that a number of classes aren't guaranteed to be in (Sadidas, Enutrofs and Osamosas) until a later date because they have tricky/unique mechanics (doll, capture/summon, prospecting/item use?)

This post has been edited by GoldfishGod: 17 Jun 2009, 01:49
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 GetInTheCar-I...
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post 17 Jun 2009, 02:04 | #13
This is excellent!

Although, I must admit, the chat interface (with its different channels), and the Combat/World interface (with its combined, switchable Item/Spell area) do seem like those used in Dofus.

Other than that, a great improvement over both, graphics, as well as the player's control over graphical options.

Good wowk, Dev team! Your fans are pwowd!
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 ElfShadow
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post 17 Jun 2009, 02:14 | #14
Hello there! So, after you read the devblog (actually received it), here are some point wich where added on the french forum by the devs/game tester.

As for the last one, I only left the information wich were really useful. if you have question, feel free to ask!

(P.S. : Sorry if the term I use are not necessarly correct…. ;) And please note that those are not always the same exact word used by the person, mostly the same information.)

QUOTE ([Eskarina] @ 12 jui 2009, 04:00) *

Even if we have presented you with the maximum information we could about the game advancement, but it is still only the aesthetic side of the game. We must keep you some surprises after all!

That would be the main reason why we didn’t mention the politic… The fact that it is also a feature that we want to be proud of and, at the same time, the player too! Meaning it won’t be in the v2 but will be integrated as soon as we judge it satisfactory.


QUOTE (Zidrune @ 12 jui 2009, 07:36) *
About the Calendar, we did think of implementing some restraint so that it is not possible to publish anything/everything and visible by everybody! That is all I have to say on that subject since not all the decision about this feature have been taken.

As for the Guild, it as been added for the v2 but in it’s basic state only. Meaning there is no real option for now attach to it and the creation of a Guild can be done by anybody for the purpose of helping with the testing. Henceforth, we don’t see any reason to limit the creation for now.

For the Market Place, there is an option to point you in the direction of the heaven bag of the desire object.

There won’t be any reachable Temple on the Island for now, but Portals.


QUOTE ([Wyd] @ 13 jui 2009, 10:44) *

Some of the thing we talked to you about have been implemented to a minimum ot be revised later, some are still in the making, some are done and others will be made later…

Not all of the features wil be in the v2.

For exemple :
Guild are at a minimum and will be revised later.
The government is in progress.
The Pvp with the militia and the killers is for later.

What you can realistically expect for the closed, or for the open, are :

- 7 to 9 classes, maybe 12, but the last 3 will probably still getting finalized
- New Island, between 1 and 8
- New dungeons, between 4 and 8
- The new aptitude system with all the class aptitude anda t least all the combat ones too
- The new spell system, their effects, their power, the way to obtain them and theur evolution
- The new Professions system with it’s new receipe and the new receipe experience evolution
- The Calendar for personnal or guilde vents with the possibility to join, invite and receive notification
- Ther Personnal Wakfu : each action having an impact on your character so that he is eitheir wakfu or stasis (some functionality will be added later, like the power given by the wakfu/stasis)
- World Wakfu : each zone having it’s evolution
- Weather like sunny and rainy (only the minimum though) (Elf : Yes, day and night are still there too! ;) )
- Satchel : adding gems, access controls, adding rooms, farming, shop
- Market Place : the inscription of your shop, selling, buying, searching
- Zaap : travelling between the isle
- Government Tax on the zaap and market place

So there will be the actual player government and the Pvp wich will be missing for now and are related to many other things in the game like the Wakfu. They should be, normally, the two biggest incoming features for future updates. (Elf : Don't ask any date, it was meant in the general sense, and not necessarly the next two update either)


QUOTE (Talentyre @ 16 jui 2009, 03:40) *
just pasing trough to answer some doubt : Where is the durability? What happen to the repair profession?

Simple… it’s been deleted!

Since it didn’t appear really necessary and was disturbing some player we simply removed it. There is also the fact that it didn’t fit in the new profession system and was making it hard to balance the wakfu/stasis gauge.


Now, maybe you have noticed, maybe not, bu the copyright says 2008…. It was only a mistake it should have been 2009.

If some of you are curious about it, there is a big debate about the guild system (yeah, kindda like if you have set your option to display 40 post in the same page, it has 3 pages already!!! tongue.gif ) to make it harder or not…

Anyway.. that is all I can think of for now! Nice evening and if there is something else I shouldn’t be too far! ;)


Xianz : AC#4 is the Ankama Convention #4 wich is happening in France actually.. kindda like a Japan Expo i’d say but only of Ankama….
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 ZEROfluxVOID
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post 17 Jun 2009, 06:17 | #15
Ah the satisfaction... Well here we go:


"As well, tabs have been replaced by a pop-up menu that allows you to enter the name of a player directly to establish a private Chat with them."

This will certainly make things more simple and user-friendly. An odd thing to be excited about but hey, I like a perfectly idiot-proof system that is as streamlined as it could possibly be.


"Essentially, the latter has been promoted and has deserted its old position next to the ‘Report a bug’ button to better integrate the large group of permanent interfaces."

Ah more streamlining. It's the little things that make a good game become great. Yet another minor thing that I am pleased about.


"You’ll also notice that ‘Area Challenges’ have disappeared, taking a well-earned rest while awaiting a complete overhaul. "

lol they were used sparsely by myself while playing the Beta but their potential in the environment stability could be immense.


"Even if the display itself hasn’t changed, you’ll notice two new icons corresponding to two new features: current Climate and the Wakfu of the area."

Now if you mean the climate to refer to the Pollution or the Resource levels then I get it, if not then please explain.


"The new map is no longer the simple overhead view you’re used to. Now it’s taken on a ‘genuine’ feel, and looks almost hand-drawn; as if you’ve sketched it yourself. You’ll still see available resources on it, and the ‘Locations’ and ‘Notes’ filters are still available to use, although they have a new look."

Oh my this one is a doozy. I am really proud of you guys for making this map alteration. It was something that didn't need to be done in the least but just the sheer doing of it shows how great this game is going to be. Bravo.


"There are lots of new things here as well. The Aptitudes and Mastery systems have been completely reorganised and this has led logically to the same thing happening to the characteristic page. For the time being, it’s still incomplete as there’s still some information to be added to it. We’re working hard to find a more ergonomic and better thought-out way of integrating this information. Missing at the moment, amongst other things, are the indispensable characteristics Prospecting, Mechanics and Willpower."

Another beautiful rendition of the current system. I was wondering how you guys were going to manage this with all the new aptitudes and am not disappointed. Detailed yet streamlined. Not too shabby at all.


"The branching spell tree has been abandoned for a more compact version, with a direct view of the contents of the three Elemental branches, as well as ‘Support Aptitudes’ (temporary name)."

Just gorgeous. We have seen this before but now it just seems the best time to comment on how much better it looks than the current system. Very much part of that "winning formula".


"Ladies and Gentlemen, here is…the Recycler! This little beast will allow you not only to get rid of all your unwanted items, but also to ‘de-pollute’ the area."

OH YES! Finally I get to see the instrument that I was most interested in. I am very happy to see that I can even get rid of my unwanted items in a way that will benefit the environment (and ofcourse myself in the process tongue.gif).


"We’re still working on v2’s Option Menu. You can already see some improvements though, most obviously aesthetically."

And how. It seems that even above functionality, this overhaul is doing wonders for the beauty of the game. To me, a game that looks good (in it's own, original way) makes me more excited about playing it than just considering the gameplay alone.


"From now on, each class has its own background, like a diorama. You can also choose your starting nation from amongst several possibilities."

Yet again, a minor, simple but oh so very good addition. So far so good lol.


"But you’ll see for yourself that the Haven Bag has plenty of other promising secrets hidden away."

Ah so then I guess this means that we will have to discover this ourselves...no more descriptive updates explaining it thoroughly? Oh well, it's all good.


"There’s a notice board at the centre of each marketplace, listing all the merchandise available, provided that each merchant has paid their fee to the state. Once you’ve found the item of your dreams, all that’s left is for you to visit the owner’s Haven Bag and grab it."

BAM. Right here. This is THE best addition you guys could possibly make. How many hours did I spend just browsing hundreds of bags looking for the items I needed at a reasonable price. By far the biggest deterrent to playing the game (well except for the bugs ofcourse tongue.gif). Holy smack, I am soooo relieved to hear about this.


"For concerns about security, and so that buyers and browsers don’t end up in the same open Haven Bag at the same time, the Amakna council has imposed a minimum distance between two bags across the Archipelago."

Alright, I have no clue what this means. Anybody care to explain?


"You must have had your fill of text by now, so to finish with something less wordy, and more beautiful, it’s our pleasure to present a small sample of the many different APS that have been created just for you!"

And how. Very pretty indeed. Yet another great example of a visual attraction.


"# Improving the soundtrack;
# one of our biggest tasks: we want to improve the AI of monsters, to make them more lifelike and convincing."

Both fantastic ideas.
A good soundtrack can really add to the gaming experience and would encourage people like myself from not pressing that oh-so-useful 'Mute' button.
Ah the AI...this is by far one of the most important updates to me (and well most people who play this game). I am very excited to see how this will be. Very excited indeed.
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 xxsevxx
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post 17 Jun 2009, 07:22 | #16
how exciting :] i loved everything in this post, and i'm glad the marketplace got changed, the lag that came from the red carpets was ridiculous.
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 Zidrune
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post 17 Jun 2009, 09:17 | #17
Thank you Elfshadow for translating the additional information.

QUOTE
"For concerns about security, and so that buyers and browsers don’t end up in the same open Haven Bag at the same time, the Amakna council has imposed a minimum distance between two bags across the Archipelago."

Alright, I have no clue what this means. Anybody care to explain?

It means you can't go in your bag if you're too close to another.
Now if you click on a bag, even if it's not yours, you go in it. So we need a security distance between bags if we want to be able to move accross a marketplace.
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 Asthis
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post 17 Jun 2009, 14:12 | #18
This game has so much eye candy! I'm really happy that you can have your own garden in your haven sack now, since I really wanted that feature. <3
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 tenkey
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post 17 Jun 2009, 16:58 | #19
K yay this is like so awesome cant w8 to play it ... i just a tiny little thingy well maybe the osa may not be playable that cuz of the AI and all the other more complicated stuff oh well i wich they implement that class soon xD is my favorite but everything else looks great..
The feca spells looked awesome is prob one of the classes besides osa of course wich i wanna play the most in the v2 xD.
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 ZEROfluxVOID
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post 18 Jun 2009, 09:02 | #20
QUOTE (Zidrune @ 17 Jun 2009, 10:17) *
It means you can't go in your bag if you're too close to another.
Now if you click on a bag, even if it's not yours, you go in it. So we need a security distance between bags if we want to be able to move across a marketplace.


I think it is clearing up now. I suppose you are trying to prevent bag-to-bag scamming? I think this is one of those things that is exceedingly obvious to most but just a "blank spot" to me.
I will more than likely understand it fully when I play the game so till then I will glean any info on this from other descriptions, logs and answers.
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