Hey everyone! It's been an absolute hectic Summer. I was preparing for college, getting classes, fees, books, and student information sorted out. I was going through some personal stuff as well. College classes have started, and it's been chaotic. Hurricane Harvey also slowed some stuff down. Anyway, there hasn't been much development recently, so I wanted to update you guys on what's been going on. v1.00 is still in development! It's just taking a long time. I'm currently programming right now as I write up this announcement. I have very cool stuff planned for the game! I'll be releasing some teaser shots soon. No ETA on the release yet. - Mark
[ 2017-09-10 02:01:44 CET ] [ Original post ]
Phew, another update. Lots of bug fixing and improving!
CHANGES/IMPROVEMENTS
- Fixed slight stuttering issue with v0.992.
- Added ambient occlusion setting.
- The death system has been tweaked.
- Fixed bug where game would crash when dying.
- UI fixes and improvements
[ 2017-06-27 15:22:56 CET ] [ Original post ]
Hey guys! Another small update to fix a few things.
CHANGES/IMPROVEMENTS
- Changed UWA team to blue, to make the game red vs. blue. It looks nicer.
- Moon Miners can't shoot back right now. For some reason Unity doesn't like when you die on the moon level.
- Menu now has version number in bottom right corner.
- Menus now have sound effects.
[ 2017-06-25 15:15:31 CET ] [ Original post ]
Hey guys! Small update is rolling out currently. This update fixes a few things and improves a few other things.
CHANGES/IMPROVEMENTS
- Gun breaking now has a breaking sound to notify you that your weapon became too damaged and broke.
- Entirely rewritten menu system. You're no longer on a platform near the city. It's not a more traditional menu system. However, to teleport to the moon and planet, you can now click on the planet and moon itself.
[ 2017-06-24 18:25:11 CET ] [ Original post ]
Hey everyone! I hope everyone is having a good summer! For the Steam Summer Sale, LONE WOLF: Horizon is 90% off on all storefronts! This means it's available for $0.99 on Steam and Humble Bundle!
Steam
http://store.steampowered.com/app/429020
Humble Bundle
https://www.humblebundle.com/store/lone-wolf-horizon
[ 2017-06-22 17:13:22 CET ] [ Original post ]
Hi everyone! Just a small update to fix a few things. Firstly, the new soft shadows in the last update didn't perform well, so I removed those and went back to Unity built-in shadows. Another thing is that the A* pathfinding also didn't work too well, so we're back to Unity NavMesh system. Versions now have a naming convention. All updates will be organized as x.yy, x is a major update, and yy are minor updates for bug fixes and such. Updates are also named now. Starting at A, and going through Z, each update will be named after an animal.
CHANGES/IMPROVEMENTS
- Improved world colors and lighting and ambient effects.
- Removed the third-party soft shadows and reverted back to Unity soft shadows.
- Reverted back to Unity's NavMesh system.
- AI improvements
[ 2017-06-17 17:06:55 CET ] [ Original post ]
Hey everyone! Been a while since anything has been shown for updates and stuff. I was busy with school/graduation and various life things, but now it's summer and I'm somewhat settled down now, so I'm working on v1.00!
Here is a sneak peek of v1.00. I'm working on visual improvements right now. This picture features a better, more unified color palette. Meaning it's not as drastic and contrasting. This photo also features denser grass, clearer shadows, and more. There are some things in the map that isn't shown here, but which will be shown soon. :)
Stay tuned!
[ 2017-06-12 18:38:51 CET ] [ Original post ]
Hey everyone! First off, let me apologize for the lack of communication for the past few weeks. I've been extremely busy working on various things and preparing for things outside of game development. So I haven't worked on v1.00 too much recently because I've been studying for finals and getting ready for the end of school. I finished finals last week, and two days ago...
I GRADUATED HIGH SCHOOL!
Which is pretty exciting! I graduated Wednesday night. :) With that out of the way, it's now summer vacation. This means I have time to work on LONE WOLF: Horizon nearly 24/7. So v1.00 is in the works, and it will be awesome. :) So stay tuned! - Mark
[ 2017-06-02 12:03:38 CET ] [ Original post ]
FIXES/CHANGES
- Upgraded A* Pathfinding to 4.0.9.
- Fixed “Quit” button in main menu not quitting.
- Fixed extractions sometimes floating midair.
- Fixed issue where gun loot couldn’t be picked up on the moon.
- The edge of the water can no longer be seen on the mountains on Alice-43b.
[ 2017-05-06 17:09:50 CET ] [ Original post ]
Hello everyone! So, v2.4.0 just released recently. It was a smaller update compared to other major updates, but v2.4.0 brought some neat back-end stuff that will be utilized in v1.00. For the record, v2.4.2 is being released soon with some polishing and bug fixing.
Where are we now?
Well, v2.4.0 was the last major update (a v2.x update compared to a v2.4.x bug fix update) before v1.00. Meaning the next update is v1.00. v1.00 will be the update that marks LONE WOLF: Horizon as fully released, and no longer in Early Access. I've spent countless hours over the past several months taking user feedback to create design documents of this update. I've spent countless nights programming, fixing bugs, and listening to user suggestions. v1.00 will be the biggest update I've ever written. It will contain so many new features that brings new life to the game. Here is an overview of what I have planned:
- Hoverbikes
- Apartment purchasing
- Narration dialogue box: this will act as a UI element giving various tips and updates in the game of events happening, and telling the story of the game. This is the answer to various suggestions I've received about better ways to tell the story, receive tips, and updates.
- UI redesign: on top of the new narration dialogue box, the UI will be getting a fresh coat of paint, with better alerts and notifications, and a more organized layout.
- Hoverbike drag racing: Something fun to do when off duty during the war. You can purchase a hoverbike from the dealership in the city (that will be added in v1.00) and participate in drag races to earn money for yourself or your army.
- 5 new weapons (which will also come with P, E, and PE variants)
So v1.00 releases, and... what comes after?
So with the release of v1.00, LONE WOLF: Horizon will be leaving Early Access and transitioning to Full Release. I will be giving away a few keys here and there on release day, and working on fixing bugs and releasing patches for the coming weeks. As for after, I plan to keep releasing patches that add various tiny things and bug fixes. But I also want to start working on other projects I've been thinking about. It's been a long, long two years of this game. From August 2015 to release in February 2016, to a horrible Windows update, resulting in lost files, to a complete rewrite, rebrand, and re-release in December 2016, to full release in 2017. I'm excited to work on this update, and bring you guys what I imagined from the start. I hope you guys like it. - Mark
[ 2017-05-01 17:36:22 CET ] [ Original post ]
Small bug fix patch!
FIXES
- Ship used to get back to Earth cannot be interacted with, causing a stand-still in gameplay and cannot complete the game. Fixed.
- Simulated multiplayer names sometimes don’t load fast enough so enemy AI will have “username” above the AI. Fixed.
[ 2017-04-28 04:52:49 CET ] [ Original post ]
ADDITIONS
- Added simulated multiplayer. This uses Steamworks to fetch player usernames from the Soldier Ranks leaderboards and uses these names on top of soldiers for a simulated multiplayer.
- Added new weapon: P-200. A sleek, futuristic pistol. Also includes P-200P, P-200E, and P-200PE variants.
- Added tips when playing for the first time and when tips have not yet been shown for the event being explained. Tips include: info about world events when the first one spawns, buying guns from the merchant, warping to the moon, mining, zone controlling, and upgrading weapons at the Eos station.
- Added new Steam Achievement: Team?
- Added new Steam Achievement: Bankin’
- Added new Steam Achievement: Only Once
- Added new Steam Achievement: Hacker
- Added new Steam Achievement: Killing Spree
- Added new Steam Achievement: Good Enough for Me
- Added a stronger version of the regular soldier to the SNA army. These soldiers’ stats are randomized, but are around two to four times as strong as normal soldiers. They are worth a lot of influence, both when spawned and when killed. They also give more rare items upon death and a large amount of money. They are equipped with plasma tiered legendary weapons. To know if an SNA soldier is this type of soldier, there will be text above the soldier labelling the enemy a “GUARDIAN”, and the soldier will have purple particles around its body.
- Added new image effect: Motion Blur
- Added new image effect: Sun Shafts
- Added characteristic to soldier AI. Mental State. Mental State determines the actions of the soldier, whether to run in and be brave, or retreat back to home base.
- Added moon miner AI, they move around the map collecting Eos crystals. This creates competition to get as many Eos crystals as possible. It is possible to kill the miners, allowing yourself more miners.
- Added trees, bushes, grass, etc. to moon environment to make it more alien like.
CHANGES/IMPROVEMENTS
- Dinosaurs have been replaced with weird alien creature: Spitrex.
- Gun shots now have random pitches within a certain range for less monotonous sounding sound effects.
- AI now have hit effect, they flash white and play hit animation.
- Fixed portals, when going to the moon you will always spawn at the portal.
- Fixed portal countdowns. When spawning the portal had a tendency to activate shortly after. It’s been fixed.
- Fixed black screen fade in on spawn, as the UI would often be drawn on top of the black screen.
- Popup UI changes so you don’t have to look across the screen to see +1 kill or money gains.
- Plasma muzzle flash improvements.
- Hit detection optimizations
- Fixed stuttering. This increases RAM usage, but stuttering is completely gone once initial loading of the game is done. RAM usage is maybe 1-2GB now.
- Changed sun color back to white. No more salmon color. Looks better in my opinion.
- Saving/loading improvements. No chance for updates breaking saves anymore. Also loads slightly faster.
- Optimizations regarding calculations of AI pathfinding, caching components, and replacing old methods with new ones for faster computation.
- UI polishing, reorganization, and optimization.
- Particle system optimizations.
- Visual improvements and optimizations.
- Water reflection script optimization. Previously, it reflected a lot of unnoticeable and taxing geometry (grass, far away trees). This reduced the RAM usage, and made framerate more stable.
- Muzzle flashes now have particle based bullets.
- The startup splash screen now has a new look! Using an image from in game, darkened and blurred with the Unity logo on top, it looks much better.
- Increased FOV limit to 120.
- Giant blue rock near the mountains on Alice-43b is now smaller.
- Fixed water rendering over billboarded trees.
- Fixed issue where gun rotation would become messed up upon respawn.
- Beginning of UI refactor. Foundation is being put into place. I plan to finish the refactor before Early Access ends.
- Moon environment is completely redone. I wanted to make it more alien like.
- The game now has a proper ending! Although, the results are the same, the way the ending happens can be different, leading up to the same result.
- Fixed inventory and information keys being the same key upon first startup.
- Moon gravity is now lower. Higher jumps!
- Particle systems have been given a nice visual upgrade, with Unity 5.5’s new particle system features now being taken advantage of, the particle effects of portals now have nice lighting.
- Soldier AI has been converted from Unity’s Nav Mesh system to a realtime A* pathfinding system. This is the foundation for something in v1.00. :)
- Fixed credits text sometimes going off screen.
KNOWN ISSUES
- Simulated multiplayer names sometimes don’t load fast enough so enemy AI will have “username” above the AI. I’m working on fixing this.
[ 2017-04-26 14:33:47 CET ] [ Original post ]
Hello everyone! With the release of v2.3.0, I've been told by many people that they are liking where things are going. Some... don't like the game, or me as a person at all, but that's okay! Today I'm going to list some of the major features coming to LONE WOLF: Horizon in patch v2.4.0! A side note, v2.4.0 is probably the last major Early Access patch (there will be no v2.5.0, but there will be v2.4.x patches). Once v2.4.0 goes live, I will iron out bugs, release bug-fix patches, and then move on to v1.00, the full release update, bringing the game out of Early Access! This will not be a fast, or easy process. v2.4.0 still has a lot left to be completed, and v1.00 is not even in my mind yet. I do things as I go while following a roadmap of mine on my Google Docs. Some major highlights of v2.4.0:
Soldier Mental State System
Being a soldier is a traumatizing experience. In v2.4.0, the soldiers in LONE WOLF: Horizon are even more realistic than before. Going into combat, being shot at countless times, losing blood, and seeing friends die can take a toll. The soldiers now have a mental state characteristic. When they go into combat, the soldier's mental state will change over time. When the soldier is healthy, their mental state is Brave. When they feel brave, they charge into combat, gun down soldiers, and fight for what they believe in. When being shot at a lot, and seeing friends die, their mental state declines, and next they feel Neutral, this is neither brave, nor scared, but they feel kinda empty on the inside. They don't know what to do anymore, and will often stand their ground and shot at people to get the job done. When they've been in intense combat, losing a lot of health, their mental state can decline and they become Scared. When a soldier is scared, they will retreat back to their respective base and rest, heal, and try to calm down. There is a chance however, that they will become overwhelmed with the war, become so depressed, and commit suicide at the base.
Soldier Commanding
Another new feature coming into v2.4.0 is the ability to command individual soldiers. Simply walk up to a soldier, press F to interact with them (or whatever your interact key is set to), and select an option to tell them what to do. The choices are for commanding are: Attack SNA This is the default option, which tells the soldier to go into the world and attack SNA soldiers and bring their influence down. Follow This tells the soldier to deal with their mental state, get a gun, and follow the leader of the army (you, the player). When you engage in an enemy, the soldiers following you will also attack the targeted enemy. If they cannot get a clear shot, they will provide cover for you and attack the closest enemy to them. Hold Position When telling them to hold their position, they will stop where they are, and guard the surrounding area for enemies. You can tell a soldier to follow you, and then tell them to hold their position at your own base, as a way to set up guards at the base.
Moon Miners
Another addition to v2.4.0 is the implementation of moon miners. These purple armored humans mine the Eos crystals on the moon, which drives competition up, between the miners and you, to collect Eos Crystals. You can engage in combat with these miners, to allow yourself freedom to mine Eos Crystals easier. The miners collect the Eos Crystals to sell to the SNA to allow them to become stronger.
Moon Environment Changes
The moon has been completely redone from the ground up to make it more alien-like. It's a moon, with a very thin atmosphere, a grassy surface, with the occasional rocky area, so it will be a bit barren. The gravity has also changed on the moon, to a lower value. Higher jumps!
Specialty Weapon Characteristic
Weapons now have the chance to be a specialty weapon, meaning, depending on the type you pick up, can be specialized for mining, or battling. When the gun's specialty is mining, Eos crystals are easier to mine than the base model of the weapon. When the gun's specialty is set to combat, the gun handles combat easier than the base model of the gun. There is also the chance for no specialty.
Separated Nation Army Guardian
There is now a chance for the SNA to send out Guardians. These are highly skilled soldiers ready to kill. They are 3-5 times stronger than the normal SNA soldier. They are more accurate than a normal soldier, and can take a severe beating before dying. Upon dying, these Guardians often drop rare loot, and bring the SNA influence down by a large amount. You want to take these soldiers out. Overall, v2.4.0 brings many, many improvements and bug fixes. The additions listed above are only a few of the features added to LONE WOLF: Horizon with the v2.4.0 patch. I'm still adding a lot of things, and tweaking some things, and bug fixing. v2.4.0 is still nowhere near complete, as I still have a lot planned. So stay tuned! - Mark
[ 2017-03-29 13:27:41 CET ] [ Original post ]
Hey everyone! I'm extremely happy to announce that v2.3.0 is now live on Steam! This is a big update that changes a lot of things for the better, getting it closer to what I wanted Lost World Zero to be, before the... incident of 2016... Here's the changelog!
ADDITIONS
- Added health packs that can be found on dead bodies as loot. When picked up, your health increases by 10.
- Added hovering motherships overhead. Adds sense of scale.
- Added more vegetation to Alice-43b. More plant life and variety.
- Added gas clouds to the moon, which indicate an area full of Eos crystals.
- Added new keybind: Swap Weapon.
- Added inventory system, similar to No Man’s Sky/Destiny, you can find weapons on the map, and store them in your inventory and swap out primary/secondary weapons.
- Added second weapon slot. You can now have two weapons. Some can be used for close quarters combat to finish the job off, or to spray and pray.
- Added new main menu. The game loads up, and you are in a scene with a play button, options button, and quit button. Clicking play loads immediately and enables the player controller in the main menu, and you can then warp to Alice-43b, and the moon of Alice-43b.
- Added new Steam Achievement: To The Moon (go to the moon)
- Added new Steam Achievement: Millionaire (hard to get, but possible. Have your bank balance be equal to or above 1 million dollars)
- Added new Steam Achievement: Completion (get to the end of the credits after the Earth level)
- Added new Steam Achievement: Too Much Pink (upgrade a weapon at the Eos Upgrade Station)
- Added field of view option
- Added mouse sensitivity option
- Added flying spacecraft that fly over every few minutes.
- Added Steam Leaderboard integration for soldier ranks and kill counts.
- Added pickup sound when picking up guns and health packs.
CHANGES/IMPROVEMENTS
- Changed gun loot drop mechanism. It was too easy to get a good gun very fast, so now better weapons have a lower chance of dropping, and their Uncommon/Rare/Legendary counterparts are also changed a bit.
- Various graphical improvements and tweaks. Bloom has been altered a little bit, and various other graphic effects have been altered.
- Animation improvements and handling.
- Improved screenshake of robot soldier explosions. They are more intense, and are based on distance. Being close to the explosion will have a more intense screenshake.
- Improved death effect of Earth AI. The robots no longer vanish, and since they are robots, they explode.
- Changed the main game to first person.
- Added hub for the main menu, and the hub is in third person with a gun on the player’s back.
- Player is now green, similar to the color of the cape that was there previously. This is catering to players with low end machines that can’t handle the cloth physics. Normal soldiers are still white.
- AI now have a chance to not drop loot at all.
- Fixed bug where health packs were dropped every time an AI died.
- Polished UI elements a lot. They aren’t as jarring, and are now a nice, subtle white translucent box. This applies to the details page (when you press E), health bar, inventory, and options/pause/main menu.
- Spent a lot of time optimizing scripts, making scene loading faster, and overall a lot more efficient and smooth.
- Multiple UWA and SNA dead bodies can be found on the ground in front of the UWA HQ, this is from Mission 5 of LONE WOLF: Simulations (to be shown near full release).
- Various bug fixes and improvements. Such fixes include saving game data and loading game data, graphics settings not applying correctly sometimes.
- WAR INFO area of stats screen has been moved to the right side of the screen
- Updated to Unity 5.5.2f1
- Removed square root calculations for AI distance calculations.
- CharacterController slope limit increase
- Mouse control y rotation limit changed to look up and down more.
- NavMesh changes that would cause SNA AI to get stuck.
- Polished visuals, I started playing Cube World again and I altered the visuals here to be more colorful and contrasting.
- Changed tree and grass coloring, much more vibrant.
- Earth terminal ship now flies in when unlocked.
- Fixed bug where SNA base would not upgrade sometimes.
- Decreased level to unlock the plasma rifles at the merchant station.
- Eos drop amount changed from 1 to 5, to 15 to 30.
- Fixed issue where Eos crystals were not removed when upgrading.
- Each base HQ has been redone, given more detail to it. Internal packaging reorganization for better workflow.
- LOD adjustments for better performance. Removes diminishing marginal return.
- SNA AI changes to interact with the player better in combat.
- MouseLook optimizations and fixes.
[ 2017-03-20 00:44:31 CET ] [ Original post ]
Hello,
v2.3.0 INFORMATION
Today I am pleased to announce that v2.3.0 of LONE WOLF: Horizon will be the second to last update before the full release update. v2.3.0 will be a major content update, and there will be bug fix patches (v2.3.x updates) afterward, and then the v1.0.0-Full-Release update. It will go back to v1.0.0 for Full Release. The release date for the Full Release is to be decided. The release date for v2.3.0 is also to be decided, but is quickly approaching, as I’m finishing up the update. These two major updates will be extremely large updates. These updates will add a lot more content, fix many bugs, polish up the UI and UX, and overall run much better/smoother.
DLC INFORMATION
I am also pleased to announce two new DLC packages to the game. Both of these do not affect the base game at all, but instead they expand on the lore of the game by adding side missions telling various experiences of people on the battlefield. The first one will be available for Windows, Mac, and Linux, and will be called LONE WOLF: Origins. LONE WOLF: Origins expands on the events before LONE WOLF: Horizon, when the Separated Nation Army rose to power, and conducted large scale terrorist attacks on the United World Army on Earth. Origins will cost $0.99 USD that has a long mission that takes place 5 minutes before the Separated Nation Army performed their last terrorist attack before fleeing to Alice-43b. You play as multiple United World Army soldiers, unlike the Lone Wolf in LONE WOLF: Horizon, who manages the United World Army on Alice-43b. Origins takes place 20 years before the events of Horizon. It’s similar to Battlefield, when upon death, you switch to a different soldier in a different area with a new scenario in the same mission. The second DLC for the game will only be available for Windows for the time being. This DLC will be called LONE WOLF: Simulations. Simulations is an HTC Vive DLC containing 5 small side missions. These missions take place 1 year before the events of Horizon, but progresses chronologically, leading right up to the start of LONE WOLF: Horizon. These 5 missions show the experiences of the squad that helped you deploy on Alice-43b. LONE WOLF: Simulations shows the squad landing on Alice-43b, and multiple firefights they experienced. The last mission of LONE WOLF: Simulations connects the events of Simulations and Horizon, when the squad of Simulations protects the landing site of the ship carrying the Lone Wolf, the player of LONE WOLF: Horizon. These two DLCs will launch the day LONE WOLF: Horizon launches onto Steam from Early Access, they will not launch with v2.3.0, as I believe launching DLC while still in Early Access is wrong, and scummy. I hope you guys are as excited as I am for the full release launch! It's been a long time developing. From Lost World Zero, when development started in late 2015, to a huge accident of multiple wiped hard drives from Windows, to a polished, new game, known as LONE WOLF: Horizon in late 2016. I am excited! Feel free to follow my Twitter for updates: Link And feel free to visit my website for my projects and such! Link Thank you guys for everything, Mark Golden
[ 2017-03-08 15:43:00 CET ] [ Original post ]
Hey guys! I haven't made an announcement in a while, as I've been both sick, and busy with various things, including the v2.3.0 update!
WEBSITE REDESIGN
So to start off, yesterday I made a huge change to my website, and gave it a fresh coat of paint! It loads faster, looks cleaner, and allows for quicker navigation. I added a list of older games I've worked, as well as old Minecraft mods I've worked on. Check out the site here!
v2.3.0 INFO
So, I've been working on v2.3.0 a lot, wanting to get a lot of things right and make the game a lot more polished. With this in mind, v2.3.0 will be the update that brings the game extremely close to launch, with a lot more to do, a lot more things to see, and much, much more. The main menu loads into a hub when pressing play, where you can buy weapons for the game, and warp to the moon or the planet. I also plan to add some other things to the hub as well, such as tiny little games for "Hub Entertainment" when you (a soldier) are off duty. These will be fun little mini games to play before going back to battle. I got this idea when watching videos of U.S. Soldiers playing Call of Duty or other games while at camp. As for the release date, that is to be decided. My original prediction to get the game out of Early Access was for Q1 2017. I plan to release v2.3.0 sometime near the end of March. This will put the Full Release back a bit, maybe to late Q2 2017, but 2017 for sure. I'm very excited to finally get the game out to you guys. The reasons for the delay are: I've been sick for a while, and it's been on-and-off. I'll be fine one day, and the next I'm in bed coughing and sneezing and feel awful. Another reason is I haven't been home much as I still have the job at my local grocery store. I've also been refining who I am on the internet, as indicated by the website redesign. I've also been gathering old hard drives to find old backups of all my projects (still havent found any backups of Lost World Zero, except for one, which was dated Janauary 2016, a month before Steam EA release). I've been backing up my portfolio to many HDDs the past couple days, and it's no easy task. The entire portfolio folder is 125GB. I've been backing it up to my internal HDDs, and will back up to external HDDs that are never used, and are purely for backups now. So that's what's been up lately. I'm working hard on v2.3.0 and I hope to release it soon! Thank you guys, Mark
[ 2017-03-03 16:55:29 CET ] [ Original post ]
Hey guys! Just wanted to show you what's changed/new in v2.3.0! Here are some screenshots taken just now in the dev build of v2.3.0 on my machine.
Below is an image of the main menu hub, which takes place on a station outside of the island of Alice-43b.
I've added loading screens to the game, here I am traveling to the moon. When traveling to Alice-43b, it's like this, but instead of a space background, it's the island itself. When traveling to Earth, it's the Earth, as shown below.
Here is an updated picture of the moon! The glowing blue orbs indicate Eos crystal deposits, which are used to upgrade weaponry!
Here I am shooting at enemies! If you zoom in, or look closely you can see that the enemy I'm firing at appears to be playing an animation of him getting hit by my bullets. A new detail I added into v2.3.0.
Here I am sprinting, and if you couldn't tell by the previous images, the game is first person again, but is third person in the main menu hub, similar to Destiny.
v2.3.0 is going well so far! I'm hoping to release it within the next week or so.
[ 2017-02-20 03:34:30 CET ] [ Original post ]
Hey all! It's been officially one year (+ one day) since the release of this game. Kinda. Lost World Zero was released on the 12th of February, 2016. Somewhere shortly after the release (shortly as in, a few months) the project files were all deleted because Windows 10 had updated without asking me, and I had no control over it (I was out shopping and doing chores and such, came back home and found it updated, however, it failed to update and then performed disk checks, or something and wiped all my drives). That was around the beginning of Summer 2016, or so, it's blurred in my head. Bad times. In August 2016 I started working on a rewrite, still called Lost World Zero. It was going good, but I realized what people said in their reviews: we want stuff to do, and more content. So I scrapped Lost World Zero and took a hiatus for a bit, and in October/November 2016 I began work on LONE WOLF: Horizon. This game is the Lost World Zero Redux. I added a ton of stuff to do, such as gun shops to buy from, army management of the UWA army, where you can fire UWA soldiers, or upgrade your base and hire some more. I added world events to keep the world interesting. I added a lot of stuff and made sure the releases were as bug free as possible. People still aren't happy so I'm still working on adding a ton of stuff. We're getting to that part of this announcement soon. LONE WOLF: Horizon released on December 16th, 2016. People seemed to enjoy it for a bit, saying it ran a lot better than Lost World Zero, etc. Some people are still not happy, and I'm working my ass off to make sure everyone is satisfied. I am continuously adding new content and things to do. This leads to the question, what's next, and what's left? As stated in the Early Access Questions part of the store page, I am aiming for a Q1 2017 release, which is before March 31. I am working my ass off on meeting that deadline, even if it's March 31 at 11:59 PM. What's next before full release? I have a Google Doc with a roadmap of what's left for the 1.0 full release of the game, and of course this isn't EVERYTHING in the game, but a few basic ideas. Every update until March 31 will have one of these items listed, and more things added on. Below is a list of broad ideas for the 1.0 full release. Some things are marked as done, because they are finished for now.
Stuff That's Left
- 10 wild life animals total (9 remaining) (DONE)
- Add in randomness generator for animals (colors, sizes, etc) (DONE)
- Add in 5 more weapons (upgrade tiers, or new weapons)
- Add jetpacks (unlocked at level 5, purchased at the merchant in the city for $15000)
- Add armor customization (waist cape color, option for armor colors)
- Add 3 more world events (Rescue, SNA Ship Bombing, SNA/UWA Ship Crash)
- 3 types of soldiers on each side (1 remaining for each) (DONE)
- Add a moon which can be warped to (adds menu to warp there from ship)
- Add in ships flying overhead
- Add hazardous gas to Alice-43b on the shoreline
- Add in more vegetation models into Alice-43b
- Enhance the moon environment, make it appear believable. (DONE)
- Add in sound effects for: ship idle at docking station (DONE)
- Add civilians to the city and have them wander the city and look around. (DONE)
- Reimplement trading cards (DONE)
- Add Steam Achievements back in
v2.3.0
ADDITIONS
-
(DONE)
- Added health packs that can be found on dead bodies as loot. When picked up, your health increases by 10. (DONE)
- Added new event type: Crashed ship (either UWA or SNA ships can be found on the surface in a critically damaged state, and can be looted for weapon and health packs).
- Added ships flying overhead, just to make the world feel more alive.
- Added new event type: SNA Bombing, these happen occasionally where SNA aircraft will fly over the UWA base or areas where UWA soldiers are and drop bombs on them.
- Added more vegetation to Alice-43b. So more plant life and variety, it’s now complete.
- Added a new animal to Alice-43b: (havent decided yet)
- Added gas clouds to the moon, which indicate an area full of Eos crystals.
- Added new keybind: Swap Weapon.
- Added melee combat. You can press your new Swap Weapon key to switch to your current saber.
- Added sabers, which can be found from dead bodies and in buildings, these are highly powerful and increase the armor protection modifier.
CHANGES/IMPROVEMENTS
-
(DONE)
- Changed gun loot drop mechanism. It was too easy to get a good gun very fast, so now better weapons have a lower chance of dropping, and their Uncommon/Rare/Legendary counterparts are also changed a bit. (DONE)
- Improved lighting: robot soldier explosions now emit light, as well as Eos crystal ores, healing spires, and more. (DONE)
- Improved screenshake of robot soldier explosions. They are more intense, and are based on distance. Being close to the explosion will have a more intense screenshake. (DONE)
- Improved death effect of Earth AI. The robots no longer vanish, and since they are robots, they explode.
- AI now sometimes have sabers for melee combat.
[ 2017-02-13 21:02:26 CET ] [ Original post ]
v2.2.3
CHANGES/IMPROVEMENTS
- Fixed shadow bug where shadows were always disabled.
- Fixed NavMesh bug where AI would walk on water.
- Water is slightly more optimized.
- Fixed bug where the AR-4000P gun in the shop would not unlock properly.
- Optimization improvements regarding Level of Detail.
- Made AI even smarter, if the AI can’t get a good shot on the enemy, the AI will move closer to the enemy.
- Improved UWA Guard shader. It looks better.
- Improved SNA Guard shader.
[ 2017-02-12 04:29:44 CET ] [ Original post ]
v2.2.2
CHANGES/IMPROVEMENTS
- Healing spires are now random. Some will be active, some will not be active. This prevents people from knowing where healing spires will exactly be.
- Fixed occlusion culling bug within Unity. If you were within certain buildings, some objects would not render. I had to change some occlusion culling baking settings, so now it’s back to normal.
- AI are now much more realistic and smarter. They now have an artificial sense of vision. They check if any enemies are nearby, and within a certain degree (85 degrees, representing their field of view). If the enemy is within their field of view, they then check all enemies within the field of view for their distance from the AI, and the closest one is targeted. It’s slower than the original AI, but now it’s much more realistic and the game will play out better with this.
- Fixed issues regarding resolutions from Unity’s Screen.resolutions variable. It wasn’t my fault specifically, so I created a workaround, so hopefully it works! Fixed Quit button in OPTIONS menu not quitting until unpausing.
[ 2017-02-11 17:05:42 CET ] [ Original post ]
v2.2.1
ADDITIONS
- Added civilians roaming around the city.
- Added gun info when looking at a loot object. This also has your current weapon’s stats.
- Added ship ambiance sound.
CHANGES/IMPROVEMENTS
- Fixed bug where picking up legendary weapons didn’t pick them up, and instead gave them regular weapons.
- Fixed stepsound bug for AI.
- Fixed loading bug where players would randomly be teleported to the moon.
- Balancing tweaks and improvements
- Various optimization improvements.
[ 2017-02-09 06:11:01 CET ] [ Original post ]
v2.2.0
ADDITIONS
- Added ocean sound effects near the shore.
- Added more gunshot sound effects: I’m working on increasing variety of gunshot sound effects, so it feels more realistic, and not as repetitive.
- Added mining back in. This only takes place on the moon (for now): I’m working on making the game more feature-packed with a ton of stuff to do.
- The next goal is to add a planet near Alice-43b you can warp to for various rare/legendary weapons.
- Added more weapon upgrade tiers.
- Added moon environment for mining ore to upgrade weapons.
- Added resource: Eos. This is a crystal that appears on the moon of Alice-43b. This crystal is used to upgrade your weapons to E level weapons. The new upgrade layout for weapons is: BASIC -> EOS -> PLASMA -> PLASMA+EOS (so for example: AR-1 -> AR-1E -> AR-1P -> AR-1PE)
- Added healing spires around the map. These are glowing spires of light that heal you when standing in them; however, they heal slowly.
- Added a common/uncommon/rare/legendary weapon system. These are applied at random when loot is dropped/spawned. Common is the base weapon with nothing changed, Uncommon has a *1.4 buff to damage to base model. Rare has a *1.75 buff to damage to base model and decreases fire-rate so it fires faster. Legendary has a *2.5 buff to damage to base model and decreases fire-rate for faster firing. Only base models can be purchased at the city shop, but uncommon/rare/legendary models can be found in loot, and the status remains even when upgrading through the Eos upgrader.
CHANGES/IMPROVEMENTS
- Fixed health not loading correctly, and dying upon startup.
- Various balancing tweaks and bug fixes.
- Changed how upgrades can be purchased at the gun shop in the city, you need to level up to unlock higher tiers. I’m trying to make progression feel worthwhile, and this makes your rank worth something.
- Improved UI elements by letting you know when you get a kill, gain money, etc.
- Various visual adjustments and enhancements.
- LOD improvements for optimization.
- Some code cleanup and other optimizations in the game’s code.
- Improved overall feel of the city on Alice-43b. Beforehand, it just felt… off…. So I added some scenery and it should feel a bit better right now. Still working on this.
- The SNA robots now have an explosion effect upon death.
- SNA robot explosion hurts player when nearby.
- Massive improvements to AI and performance. It is much more stable now, they are smarter as well.
- Slowed player movement a bit.
- Changed HQ visuals and city visuals to all shiny black metal.
- Made walking sound quieter, as to not be too distracting.
- Made cooldown time, when firing too much, shorter.
- Made the camera zoom in more when aiming, decreased FOV overall.
- Damage modifier no longer determined by the UWA Influence, instead by your gun’s common/uncommon/rare/legendary rank.
[ 2017-02-08 05:38:45 CET ] [ Original post ]
Hey everyone! I attended PAX South 2017 over the weekend, and it was a blast! I met a lot of cool indie developers. I played a lot of cool games as well, such as: Rising Storm 2: Vietnam, Hive Jump, Black Ice, Brawlout, and more! I'm back and hard at work on the v2.2.0 patch, which should be out within the next two weeks hopefully. I've also made an official Twitter for LONE WOLF: Horizon so you can see what's going on with the game when I'm not posting announcements here! Twitter: @LoneWolfHorizon Feel free to follow me there! Have a good week everyone! Thanks, Mark
[ 2017-01-30 14:50:49 CET ] [ Original post ]
Hey y'all! I've been working on the v2.2.0 update lately, still polishing and rewriting a few things. My best guess for release is before February 10th, maybe. It will be adjusting several things and improving a lot based on the Defunct Games review. As for PAX South 2017, feel free to hit me up during the convention if you're going! I will be handing out business cards that will occasionally have LONE WOLF: Horizon codes on the back. I will also be handing out codes via trading or random giveaways to people I meet. :) If you want a code during the convention, feel free to hit me up on Steam, or on Twitter here. Let me know where you want to meet up and I'll see what I can do. Who all is going? Comment below! :)
[ 2017-01-24 19:17:55 CET ] [ Original post ]
Hey everybody! The people over at Defunct Games posted a video about LONE WOLF: Horizon. It explains what happened to Lost World Zero, and where LONE WOLF: Horizon is going, and what the game needs. Check out the video here, and maybe subscribe? Their channel is excellent, and they made quality videos. https://www.youtube.com/watch?v=A44qjsh283Y And maybe check out their website and Twitter? http://www.defunctgames.com/preview/26/lone-wolf-horizon http://www.defunctgames.com/ https://twitter.com/DefunctGames Have a great day everyone! Stay tuned for patch v2.2.0 announcements! Also, I am in no way affiliated with Defunct Games. They made a video about Lost World Zero when it was in a horrendous state, and I thoroughly enjoyed the video. They've since released the LONE WOLF: Horizon video, and I thoroughly enjoy this one too. I enjoy the channel, and I thought maybe some of you guys would too.
[ 2017-01-13 13:56:25 CET ] [ Original post ]
Hey all! I'm back in school now, and it has been extremely busy! So I decided to give you guys a quick update regarding the upcoming patch (v2.2.0) and what it will include.
v2.2.0 Overview
- Mining is back in, but has a purpose this time. You mine ore called Eos on the moon of Alice-43b, this ore can be used to upgrade your armor and your army's armor and weaponry. It's a purple ore, and when upgrading your weapons and such with it, it will give it purple crystal accents to said gun/armor.
- Teleportation hub in the city. This will be near the ship landing pad in the city, and can be used at the very start of the game to get to the moon of Alice-43b.
- Alice-43b Moon: "Neo". This wasteland is bare, but has plenty of Eos crystal on it for mining.
- New weapon tier upgrading: Weapons can be upgraded using Eos crystals, so you can upgrade the basic variations of guns, or the plasma variants as well.
[ 2017-01-13 04:23:31 CET ] [ Original post ]
Happy New Year Everyone! So, it's January, and that means we are in the month of PAX South 2017! I won't be exhibiting, but I will be going with some friends for those three days at the end of January. If you guys want to meet up and come say hi, feel free to! You can follow my Twitter here, where I will be tweeting my location and stuff and what I'm doing. Hope to see you guys there! - Mark
[ 2017-01-02 06:03:41 CET ] [ Original post ]
v2.1.2
- Visual enhancements and slight tweaks to make the game look better.
- Changed gun damage modifier calculation to make it easier for people at the start of the game.
[ 2016-12-30 17:56:04 CET ] [ Original post ]
Good morning! Yesterday I logged onto Steam to check if the trading cards and all of that nice stuff had been approved with their new designs and such. They have been approved! So you can now start collecting cards while playing! Have fun! - Mark
[ 2016-12-28 16:28:56 CET ] [ Original post ]
Technically it's Christmas Eve, but this weekend I will be going away from game development to spend time with my family. I'm currently on Winter break from school, so I thought I'd take a few days off from programming to spend time with family/friends. I'll be back to work on LONE WOLF: Horizon on Tuesday, the 27th. Merry Christmas everyone! Happy Holidays, Happy Hanukkah, etc. - Mark | M4G
[ 2016-12-24 18:24:37 CET ] [ Original post ]
v2.1.1
- Fixes issue of health when spawning on Earth.
- Improvement to options menu and gameplay GUI screen, both are separate now.
- Other health saving issues are now fixed. I think.
[ 2016-12-20 05:08:47 CET ] [ Original post ]
v2.1.0
ADDITIONS
- Added health bars above AI
- Added two more base upgrades, tier 5, and tier 6.
CHANGES/IMPROVEMENTS
- Level of detail improvements for optimization
- Player health is now saved
- The roaming fauna can be killed for money
- Added spawn effects for soldiers
- Made world events happen more often
- Fixed enemy firefights events from standing still
[ 2016-12-19 19:11:43 CET ] [ Original post ]
v2.0.3
- Added 4 new Steam Achievements!
- Fixes various GUI issues with the new tips when hovering over certain things.
[ 2016-12-18 21:55:40 CET ] [ Original post ]
v2.0.2
[ 2016-12-18 19:06:07 CET ] [ Original post ]
v2.0.1
[ 2016-12-17 21:24:50 CET ] [ Original post ]
Hey everyone! I've been working on a list of what to add to the game to prepare for the 1.0 full release and leave early access!
Roadmap
- Add in 10 more wild life animals.
- Add in randomness generator for animals (colors, sizes, etc)
- Add in 5 more weapons
- Add jetpacks
- Add armor customization (waist cape color, option for armor colors, and option to replace waist cape with real full cape)
- Add 4 more world events
- Add 2 more types of soldier to each side
- Add a moon which can be warped to (adds menu to warp there from ship)
- Add ambient noise for soldiers
- Add cutscene to end of the last mission (this is kept vague for spoiler reasons)
- Add loading screen between warping to Alice-43b and Earth (ship flying in space)
- Implement the procedural skybox with volumetric cloud shader in from github
- Add in ships flying overhead
- Add in sound effects for: ship idle at docking station, civilian chatter, breathing, etc)
- Reimplement trading cards
- Add Steam Achievements back in
[ 2016-12-17 17:02:11 CET ] [ Original post ]
Changelog: v2.0.0
-----
- Renamed game from “Lost World Zero” to “LONE WOLF: Horizon”
ADDITIONS
- Added basic life to the city in the map. Still somewhat empty, as everyone is at war!
- Added goal to the game: Defeat the SNA, get their influence down as much as possible, and get back to Earth, what happens next is unknown.
- Added new gun: AR-1. A basic starter assault rifle. Can be found as loot next to dead bodies.
- Added new gun: AR-4000. A slightly upgraded assault rifle. Can be found as loot next to dead bodies.
- Added new gun: SMG-250. A higher tier plasma assault rifle. Can be found as loot next to dead bodies.
- Added new gun: SMG-500. A higher tier submachine gun. Can be found as loot next to dead bodies.
- Added new gun: SMG-750. Highest tier submachine gun. Can be found as loot next to dead bodies.
- Added plasma variants to each gun listed above. (AR-1P, AR-4000P, SMG-250P, SMG-500P, SMG-750P), these are better versions of the guns above, using plasma as ammo, with visual upgrades to the gun as well.
- UWA Head Quarters: the United World Army HQ is a massive facility holding soldiers waiting for deployment onto the field. SNA soldiers can potentially raid the base, so be sure to defend it.
- SNA Head Quarters: the Separated Nation Army HQ. Various wildlife animals roaming the map.
- New SNA soldier types: a basic soldier (Pawn), the most common one you find on the map. Then we have Commanders, who are higher than Pawns. After that we have a new species called the Voxos. So the highest soldier rank is a Voxos Officer. They mainly hang around the bases of SNA.
- New UWA soldier types: the common soldier (Private), a slightly higher up soldier (Private Elite), and a new species for the highest officer (Enlightened Officer). The Enlightened Officers mainly hang around the UWA HQ.
- Added auto saving feature. The game saves every 60 seconds.
- Added slow motion effect when shot. Lasts for 1/4th of a second unless shot again.
- Added loot spawning when AI dies.
- Added bank account balance. The higher the soldier count is for your team, the lower bank balance you will have, as you need to pay the soldiers their salaries. When the soldier count is lower, your bank balance will be higher, as you don’t need to pay as many people. Your bank balance will never be below 1,000 however. You can use the bank balance to purchase weapons at the city center.
- Added weapons for purchase at the city center. These weapons for purchase cannot be found as loot, and can only be purchased at the city center. They are usually heavily modified versions of the one’s found as loot, with higher specs, and different visual upgrades.
- Added option to fire UWA soldiers from your army. This in turn will spawn more SNA soldiers, as they will be hired by them so they have a source of income. While firing soldiers may be useful to get more cash, to buy that shiny weapon you want, think of the overall picture, and how it may cost you the war.
- Added visual differences to player model, as you are the leader of the active army on Alice-43b, you will look different. I added a waist cape to the player.
CHANGES/IMPROVEMENTS
- Changed map, which was once before a VERY large map, because I focused too much on the vastness of it, rather than the detail of it. This one is big, but much smaller, rich and full of life, with new and improved ambient sounds, and many environmental factors are within (gas clouds, for example). The alien planet is named Alice-43b. I’m still working on the world though.
- Added camera shake effect when being shot, for third person.
- Changed player model from a gritty cyborg model, into a more space soldier like model.
- Influence system changed. The influence system was in the previous versions, but now when the entire opposing team is wiped out, and one team has 100% influence, both HQs will belong to the winning team. To continue with the game, random ships from outer space may land containing soldiers from the losing team, (returning from outer space deployment) to help win back their HQ. The first time the enemy team’s influence reaches zero, a terminal allowing you to travel to Earth will appear in the city. However, since your deployment, Earth has changed, a lot.
- Due to a smaller map, the game has been changed to firefight focused. Think, an arena shooter but in an open world.
- Rewrite of entire game. Implemented object pooling for optimization, and better caching. Which should reduce stuttering. Also released some code to the public for people needing help with programming.
- Optimized various objects throughout the game, reducing poly count and draw calls for best rendering as possible. Still working on this though.
- Improved merchant menu. There is no menu exactly, just physical items on display you can choose to buy.
- Changed day/night system, the trees are not brightly lit at night anymore, and it is now completely dark.
- Vastly improved lighting. I used DynamicGI environmental update on a 40 second interval. Running it every frame is too intensive, and often brought down the FPS to 15 FPS (on a dev build of the game, not in any public build, ever. This includes rewrite or not.)
- Vastly improved ambient sound effects. You can now hear birds chirping, and the calming woosh of the wind and trees. No more annoying hum of aircrafts.
- Added world events. Events include but not limited to: Firefights- a large battle happening in the world. Extractions- there are two types of Extraction Events, Defend Extractions, and Enemy Extractions, for enemy extractions you have to kill the enemies before time runs out, and defend extractions must be protected until the time runs out. Base Raids- either team will randomly raid a base to help bring the opposing team’s influence down. Bounties- Bounty Events are events where any type of soldier on either side will have a target on his head to help gain influence for the opposite team when the target is killed. (+5 influence when the bounty is claimed). More events to come soon.
- Changed game from first person to third person. This will lead to other things in the future, such as cosmetic upgrades and such.
- Improved player animations.
- Improved loading times.
- Improved soldiers dying, used to be an animation, then changed to a badly configured ragdoll. Now it’s a very detailed/accurate ragdoll.
- Added gun strength modifiers and armor protection modifiers. Gun strength is determined by the amount of UWA soldiers currently deployed and active. Armor protection is determined by the amount of kills you have. Your rank is determined by the amount of kills you have, but is different than armor protection.
- Improved death effect when the player dies. Switches from third person to first person death.
- Improved LOD (level of detail) system to most objects in the world. This is for optimization. From a far distance, soldiers are a very basic mesh, and as you get closer, the low-poly mesh is disabled and the higher poly mesh is enabled.
- Added a basic start to GPU instancing that is supported in Unity 5.5.0. This should make rendering slightly more stable. This will however, increase minimum system requirements, but since with this rewrite a lot of things have been optimized, minimum requirements have been brought down significantly overall. The game still uses static batching, dynamic batching, and now GPU instancing. Due to how Unity handles it, static batching is done before GPU instancing, if it can’t be static batched, it resorts to GPU instancing, and if it can’t be instanced, it comes down to dynamic batching.
REMOVED
- Removed multiplayer. This allows for a greater focus on singleplayer and content for it.
- Controllable aircraft vehicles. Map is too small now, and it was very hard to control, and landing never really worked.
- Mining: Think of the game as a giant firefight. You only need health, a gun, and some ammo.
- A lot of bugs. :)
[ 2016-12-16 21:42:07 CET ] [ Original post ]
The release date for this update is expected to be December 16th, 2016. Here is an overview of the most up-to-date changelog for the 2.0.0 update. Some things have changed since the last post of the changelog then, which wasn't properly rewritten and contained some out-of-date info. An official announcement will go live on December 16th with the full, complete changelog for the game. OVERVIEW ----- - The game will be renamed from "Lost World Zero" to "Lost Guardians" ADDITIONS
- Added new gun: AR-1. Plasma assault rifle, the basic weapon in the game. Can be purchased at the city center, or found in abandoned bases throughout the map, as well as active bases.
- Added new gun: SG-250. A basic plasma shotgun. Can be purchased at the city center, or found in abandoned bases throughout the map, as well as active bases.
- Added new gun: AR-500. A higher tier plasma assault rifle. Can be purchased at the city center, or found in abandoned bases throughout the map, as well as active bases.
- Added new gun: SMG-100P. A standard plasma SMG. Can be purchased at the city center, or found in abandoned bases throughout the map, as well as active bases.
- UWA Head Quarters: the United World Army HQ is a massive facility holding soldiers waiting for deployment onto the field. SNA soldiers can potentially raid the base, so be sure to defend it.
- SNA Head Quarters: the Separated Nation Army HQ.
- Various wildlife animals roaming the map.
- New SNA soldier types: a basic soldier (Pawn), the most common one you find on the map. Then we have Commanders, who are higher than Pawns. After that we have a new species called the Voxos. So the highest soldier rank is a Voxos Officer. They mainly hang around the bases of SNA.
- New UWA soldier types: the common soldier (Private), a slightly higher up soldier (Private Elite), and a new species for the highest officer (Enlightened Officer). The Enlightened Officers mainly hang around the UWA HQ.
- Changed map, which was once before a VERY large map, because I focused too much on the vastness of it, rather than the detail of it. This one is big, but much smaller, rich and full of life, with new and improved ambient sounds, and many environmental factors are within (gas clouds, for example). The alien planet is named Alice-43b.
- Changed player model, you now have a shadow! Yay for realism!
- Changed player model from a gritty cyborg model, into a more space soldier like model.
- Influence system changed. The influence system was in the previous versions, but now when the entire opposing team is wiped out, and one team has 100% influence, both HQs will belong to the winning team. To continue with the game, random ships from outer space may land containing soldiers from the losing team, (returning from outer space deployment) to help win back their HQ. The first time the enemy team’s influence reaches zero, a terminal allowing you to travel to Earth will appear in the city.
- Due to a smaller map, the game has been changed to firefight focused. Think, an arena shooter but in an open world.
- Rewrite of entire game. Implemented object pooling for optimization, and better caching. Which should reduce stuttering. Also released some code to the public for people needing help with programming.
- Optimized various objects throughout the game, reducing poly count and draw calls for best rendering as possible. Still working on this though.
- Improved merchant menu. There is no menu exactly, just physical items on display you can choose to buy.
- Changed day/night system, the location of the island you are on, is at a point on the planet where the sun never completely sets.
- Vastly improved lighting. I used DynamicGI environmental update on a 40 second interval. Running it every frame is too intensive, and often brought down the FPS to 15 FPS (on a dev build of the game, not in any public build, ever. This includes rewrite or not.)
- Vastly improved ambient sound effects. You can now hear birds chirping, and the calming woosh of the wind and trees. No more annoying hum of aircrafts.
- Added world events. Events include but not limited to: Firefights- a large battle happening in the world. Extractions- there are two types of Extraction Events, Defend Extractions, and Enemy Extractions, for enemy extractions you have to kill the enemies before time runs out, and defend extractions must be protected until the time runs out. Base Raids- either team will randomly raid a base to help bring the opposing team’s influence down. Bounties- Bounty Events are events where any type of soldier on either side will have a target on his head to help gain influence for the opposite team when the target is killed. (+5 influence when the bounty is claimed)
- Removed multiplayer. This allows for a greater focus on singleplayer and content for it.
- Controllable aircraft vehicles.
- Mining: Think of the game as a giant firefight. You only need oxygen, health, a gun, and some ammo.
- A lot of bugs. :)
[ 2016-12-07 20:25:49 CET ] [ Original post ]
Hello! So I've been quiet. Very quiet. I said I quit development of this game, however, because of the Holiday season, I've been in a very good mood recently. December 16th marks the Holiday Update. v2.0.0 ADDITIONS ---
[ 2016-11-28 16:46:32 CET ] [ Original post ]
Link It's only snippets of code as I need to keep some useful things wrapped up for future projects. Here is some of the code that I was writing for the rewrite update. If you use this code, for personal/education or commercial use, please credit me. You can either credit Mark Golden, M4G. Twitter: here. Enjoy.
[ 2016-09-09 19:51:02 CET ] [ Original post ]
Addressing a few things. I can't do it. It's extremely stressful and school is also getting in the way. I've thought about this while working on the game over the past couple of weeks. It's done. Cancelled. However, there is one thing I said I would never do, and people had asked for it for a while. Since I am no longer working on it. I will be releasing all the available code I have of the rewrite of Lost World Zero publicly, free of charge, and giving everyone the freedom to release their own versions of the game. I will try my best to get into contact with Steam to close down purchasing, although I'm not getting much lately, since I haven't been advertising as it's broken. Hopefully that will go well. The code will be released probably tomorrow, on GitHub. I will however, not be releasing the models and textures and such for the game, as most of it came from somewhere else, friends, asset stores, or whatever. Licenses and legal stuff... fun things. :/ I'm not going to justify my behavior in the past anymore, I was an asshole to some, but I did try honestly listening to all criticism. I want to keep making games as it's my passion. If you however, still support me, and want to see what I make later on, feel free to follow my Twitter. My Twitter I love you guys, thank you to the ones who were there for me. The beta branch will be made public tomorrow just to show you guys what I was working on.
[ 2016-09-08 15:12:39 CET ] [ Original post ]
Hey guys, I didn't work on LWZ this past week because I actually had a lot of stuff for school due, so that was fun... Anyway, I'm working on LWZ right now as I type this, and everything is still going well. I think an ETA on the update will be somewhere in the second half of September or early October. The update you got a few days ago was not the update. It was a quickfix for Mac/Linux, all I did was rollback to a previous patch. Thanks, Mark
[ 2016-09-04 15:47:25 CET ] [ Original post ]
Hey guys! I've been hard at work on the update, testing features, making sure everything works. I've gotten into contact with a few users around the Lost World Zero community to help test the beta branch with me. A few reported back with a few bugs, and I quickly ironed them out, and it's running a lot more stable. Now, for the final part before the update: content. I'm going to work on content for a little while, then test for more bug fixes, and if all is well... release the update onto the public branch on Steam. I'm kinda excited, and I hope you are too. We're getting closer to getting out of Early Access.
[ 2016-08-26 10:56:51 CET ] [ Original post ]
Hey guys,
A beta build of the rewrite update is now live on the beta branch, but is only available to a select few for testing. Things are going well for development. I expect the update to be live for everyone in early September. No promises.
[ 2016-08-21 18:53:27 CET ] [ Original post ]
These are the new soldiers. They are passive until you either: mine too many resources, or shoot them, if you do either of those, a soldier alerts all soldiers within a certain radius, allowing all of them to gang up on you.
[ 2016-08-18 22:02:53 CET ] [ Original post ]
Hey guys, I've been hard at work rewriting Lost World Zero from the ground up, ever since losing the files from a Win10 update. I'm expecting a preview of the update to go live on a beta branch by the end of August. I've only been working on the rewrite for about a week now or so, and here is what the preview will contain. Singleplayer --- The game will be singleplayer only from now on. Enemy soldier AI --- Enemy AI has been rewritten from the ground up. Enemy AI are now passive until aggro'd through either mining too many resources, or shooting the enemies directly. When they are aggro'd they will alert nearby soldiers to kill you. Player vs. Environment --- Spiders, fires, radioactive water, etc. good luck. Crafting --- I've made a crafting system that's relatively easy to learn. You can craft suit technology or mining/weapon technology. Mining --- Mining was a given feature. However I've refined it a lot and added many more ores. Trading --- Some ores when mining are really only good for selling for currency to buy technology or buy other resources or new tools. Day/Night Cycle --- I mean this one is self explanatory.
[ 2016-08-16 20:44:44 CET ] [ Original post ]
Not going for visuals here, but I was working in my little test scene I've made to test game mechanics as I have to completely redo them all, but here is a screenshot of Lost World Zero remade.
[ 2016-08-13 17:15:36 CET ] [ Original post ]
Don't know how the last post got deleted.. Oh well. I'm deeply sorry. I've looked at my own store page countless times, wondering how I could let a game be developed this horribly. Usually I try to make things worthwhile, and with quality, something went wrong with this. I'm going back to the drawing board, and will be completely redoing this game. It might be a while, until then. Refund your money or do not buy the game. I apologize. Anywho, to the plan. Looking back, I shouldn't have made the game multiplayer focused. So that's step 1, make the game singleplayer only, for the time being. Step 2, put quality over quantity. I tried making a huge world, but it was shallow. Ocean wide puddle deep. I want to make a puddle wide ocean deep game. Well, maybe a little bit bigger than a puddle. I'm going to completely redo the mechanics, and more. I've been playing No Man's Sky, and I realized I like some of their systems, but I still like some of mine. I'll see what I can do there. Step 3, add content, more content, and more content. This is going to be a huge undertaking, and it will take a bit of time. Until then, I recommend NOT BUYING, or REFUNDING. If the option allows. - Mark.
[ 2016-08-12 18:11:51 CET ] [ Original post ]
Hey all, I have a plan for the game. I'm going to completely redo it from scratch. Spending months working on the game, I memorized a lot of the code, but not most of it. So I can rewrite a lot of the code. I'm going to make it better than before. I'm going to add a lot of content, add many more features (once I get the development close to where it was before), make it a lot more stable, and more. Right now I'm a square 1. This is going to take some time, but I am going to do it. What are your thoughts? If you want, leave some suggestions below.
[ 2016-08-05 18:24:40 CET ] [ Original post ]
Hey all, So for one, I've been extremely busy with summer school as I'm taking an online speech class, and it's a 8 month course shortened to 1 month, so there is a lot of work. I've also had IRL work, as some of you may know I work as a cashier at a grocery store. And then my girlfriend broke up with me, so I've been feeling down because of that. However, I haven't been ignoring your suggestions for data recovery. I was able to get some files back, but not all, or close to all, and most of what I have back is code; however, most of this code I see as shitty now, so I rewrote some of it, and made a much better framework for future games. Less buggy, and more stable and optimized. Lost World Zero never really used a proper framework, as most developers do, such as classes that revolve around certain features (network helpers and the like), mine was just a bundle of code mashed together. I deeply apologize for the drama of this game. I regret every minute of it. My friend told me somebody asked on Steam why it's on sale if the game is never going to be finished: Steam let's developers know what day the Steam sales start and end, in about 2-3 months in advanced, this information cannot be shared with anyone, so I never told anyone about it and I never planned to lose all the data, as I wanted to keep working on it to make you guys happy. I requested a sale on it as soon as sale requests went live, as the data wasn't gone yet. I am not angry or saddened at you guys for being angry or feeling betrayed at me, as I completely understand it. I'm working to become a better developer. I'm completely rewriting a lot of the old code I got back, and writing newer, much better code. I'm going to spend much more time on it, and my current project is relatively secret. However, one thing is for sure. If I ever get another game on Steam, I'm going at a different perspective and approach. I'm not going into Early Access, and I'm going to work my ass off on the next game, to make it worthy of being fully released Day 1 and to make it not feel "EA"-like. And anyone who purchased Lost World Zero will get all of my other games for free if they are to ever make it to Steam. Whether you want it or not, if you don't want it, you can remove it from your library. I understand I lost all of your guys trust. I know I was a dick to some people and that's one of the things I regret most, and I've completely broken any trust between any customers. Turns out my anger and mood swings and depression and such, were all caused by ADD. How fun! So, I'm on medication now. Which should allow me to focus more and get stuff done and be more calm. Vyvanse is working wonders right now. I am so sorry.
[ 2016-06-30 15:02:28 CET ] [ Original post ]
Evening everyone,
Several people are claiming that me losing my files is a "lie" and that it is "quite obvious from both posts".
A small update: I did however recover one of my old, old, old games from an old laptop, but that's about it really. Nothing else besides that.
The proof will be attached.
The "Games" folder on one of my drives is games I have downloaded from Steam, such as SUPERHOT, Black Ice, Disco Dodgeball. I put those on a flashdrive for portability.
I am currently on Windows 7, despite me hating it, mainly because I hate the look of the UI, and much prefer the minimal UI look of Windows 8, and 10. Why would I install a least-preferred OS and not bother to back up files? For one, it was the only disk lying around because I don't know what happened to Windows 8, messy room.
Many of the programs I love are still not installed as I haven't gotten around to installing them, and you can clearly see it's a fresh Windows install. Now, I have upgraded and installed Windows versions before and I know very well that it doesn't touch the other drives if you don't tell it too. However, this happened when Windows automatically started installing Windows 10 while I wasn't even home, because I got back from running errands with my girlfriend. I got home and noticed it was updating, because I've been meaning to update when I could do it myself. It got to around 28% percent? I think, can't remember because I was chilling with my girlfriend as there was nothing to do while it updated because I was in the middle of coding an update for Lost World Zero. After a while my girlfriend noticed the screen was black, and I figured oh it's probably doing a restart during the install, might be almost done. After about 30 ish minutes, nothing happened. I said fuck it, and turned it off. I booted back up and noticed that it didn't boot up. It didn't do anything. I switched a drive, and installed Windows 7 on that drive. Hoping my Windows 10 install would be on the original drive as I have done this before for testing stuff and doing maintenance to my machine. I realized just as it was finishing, that Windows was checking my drives. A disk check. I have seen this before and though, eh, whatever.
Windows is installed and I check my drives. All of the data is gone. Everything, on every drive. It's gone. I was in the middle of an update for Lost World Zero to finally add more content, and this happens.
Now, reviews keep telling me to ADD MORE CONTENT, so I did.
Why would I delete everything, all of my projects from 2011 to 2016, stuff not even related to this? Why would it be a lie? The logic behind calling it a lie is pretty... flawed. Anyway, that was a detailed timeline of what happened that day. I probably got a few things mixed up because it was all a blur and I have shit memory, I was devastated and I cried that night because half a decade of work was gone and there was no way to get it back.
[ 2016-06-14 23:34:37 CET ] [ Original post ]
So, today I have very bad news. Microsoft decided to update to Windows 10 without telling me. I wouldn't have minded that, if it updated. Mid-update it crashed and never booted up again. So I tried booting it back up, and nothing worked. I change drives and install Windows 7. Turns out, when it was updating to Windows 10, it did a disk drive check and wiped ALL my drives. Every single one of them, even the C drive, which is why it wouldn't boot up. After installing Windows 7 it did another disk check, but didn't delete the C drive. All my code is gone, all my projects from 2011 to 2016 are gone. I have nothing left. I backed the game code up ~8 times, all external hard drives as well, but when plugging it in it would do another disk check, thus wiping the drive. So all my projects are gone. I'm so sorry guys, it wasn't my fault. :(
[ 2016-06-10 00:59:10 CET ] [ Original post ]
IMPORTANT Recently I've been having doubts ever starting this project. A lot of you are unhappy and I understand that. Some of you make great points, others, not so much. (Like the one who called me a fag in a PM recently, you know who you are.) I am a teenager. I do not belong here. I am immature. Now onto your requests. A common request is to remove purchasing from the Steam store. I have tried that. I've made several requests in the Steamworks Development group on Steam, and while Valve used to respond and follow through within about an hour, apparently they've done a pretty bad job recently. I can see currently numerous requests with 0 replies, that are days old, new ones made by the same person to get their attention again but with no response. I am extremely unhappy with Steam/Valve. I've tried making requests to remove purchasing and such, to set the page as hidden so people cannot buy it. Nothing from Valve. This makes me unhappy, and makes you guys unhappy, which makes me unhappy more. Overall, co-operation with Valve is a 2/10. I've tried guys, I tried. I'm sorry.
[ 2016-05-30 19:41:35 CET ] [ Original post ]
I pushed out an update that brings back the minimal look, and in my opinion it looks much better than the previous minimal look, and the textured look. Regarding content: Summer is almost here, so I will have a LOT more free time, which means much more time for content additions! I get out of school June 2nd. I'm planning on getting the game to 80% out of Early Access from June 2nd to August 24th.
[ 2016-05-21 15:39:00 CET ] [ Original post ]
I've been told that I should go back to untextured models and such. How it comes together better, as the current textures seem out of place. What are your thoughts? Leave a comment below.
[ 2016-05-08 23:01:41 CET ] [ Original post ]
v1.4.0 --- Additions --- + Added camera recoil when firing. Less recoil when aiming down the sights. + Completely new map, huge open world to be explored, but in heavy development. Fixes/Changes --- * Tweaked some UI stuff behind the scenes. Removals --- - Removed tutorial for the time being. Sorry for long delay, check announcements for more information on that.
[ 2016-05-06 03:13:07 CET ] [ Original post ]
May 5, 2016 Will include: * New map, much bigger, but currently in heavy development to get it back up to speed with the current map in pre-1.4.0. * Bug fixes * UI changes I've done a lot of thinking, and I am feeling a bit better. A lot has happened within the past few days. I found out I have a half brother, and my aunt died. I'm going to a funeral for her Friday or Saturday, date hasn't been decided. Thank you guys, Mark.
[ 2016-05-03 16:36:52 CET ] [ Original post ]
Hey guys, This is not going to be a fun announcement to make. Anyway, for the time being, Lost World Zero is cancelled. There are many factors leading me to make this decision. Since Lost World Zero has released, I've been getting hate for no reason, on the discussion form, in reviews, and in PMs. The game has just not been rewarding to make for a while now, it feels like a chore now, rather than something I want to make. I've been getting hate and people saying things along the line of: "you WILL make this game because I demand you to" yet they don't seem to understand that I have a life outside of Steam. I have a girlfriend, and things are shaky with that right now. I have high school, and the upcoming state tests, SAT, and final exams approaching relatively soon. I have work, that I need to have to afford my car bills, and other things. I have friends... well.... hah no I don't (joke). Anyway, the development was not rewarding and rather stressful and saddening. It was about 95% useless hate, to how I type things, how old I am, and how I have a life outside of Steam, and then just insulting the game but that's whatever. I loved working on this game, but now I don't. - Mark
[ 2016-04-23 13:15:49 CET ] [ Original post ]
Hey guys! It's been a busy, busy week. With school and work. Today is Saturday though! I was recently paid for work and I have pretty good funding right now so today I'm going to be making improvements to the game, visually, and code wise. I'll be adding some new items, adding to the map, and adding new mobs probably. 1.4.0 will be out whenever I think it's ready.
[ 2016-04-09 13:49:30 CET ] [ Original post ]
Hey all, it's Saturday, and I head to work in a few hours.
I've decided to give you guys a sneak peek of the new world map, visual changes, and more.
[ 2016-04-02 16:08:30 CET ] [ Original post ]
I've already set a focus on the 1.4.0 patch. A complete map redo. I'm scrapping the current (1.3.0) world. The new map will be HUGE. It will be extremely detailed and on one island. A sneak peek photo will come soon.
[ 2016-03-27 03:00:39 CET ] [ Original post ]
Additions --- * Added better water textures, water reflections, and more. * Added two new huge islands, that are currently a work in progress. Green: Remains of the first attempt the SNA tried to set up base on this world, only to drastically fail. Along with remains of the current war on the planet. It's a jungle, with many, many SNA and spider spawnpoints and wreckage everywhere. Red: Is going to be a resource gathering farm, where you can mine and gather things and kill. Currently a warzone with some ores, this is still a work in progress. Fixes/Changes --- * Fixed UI "flash" when picking up items. * Made water movement more realistic. You will slow down in water. * HUD and UI redesign, more to come. I gave the UI a more minimal feel, with a green/blue background and a nice simple UI. * Tweaked control setting menu so labels and buttons are even. * Blur effect when aiming down gun sights. * AI improvements. * Fixes water pack stack size bug going negative, resulting in lost money when trying to sell. * Graphical improvements and tweaks to help the game run better. * Loot drop improvements. * Overhead flying ship animation improvements. They are faster and start at different locations. * Fixed issue of old player model arms showing for some weapons. * Fixed issue with hiding dead bodies not actually hiding.
[ 2016-03-26 21:12:12 CET ] [ Original post ]
Hey all! Decided to give you guys an overview of the next patch to roll out for LWZ. Two new islands: Explore new areas of the Lost World, a green jungle, full of wreckage from an older Separated Nation Army settlement. Two old, massive SNA aircraft crashed in the ground, with small ships scattered about with debris and skyscrapers destroyed and toppled over. Explore a red landscape, full of resources to help you become the richest in the world. Influence: Improvements to the influence system, to last longer so AI will be around a lot longer.
[ 2016-03-23 00:20:47 CET ] [ Original post ]
Fixes/Changes --- * Fixes animation bugs where legs would freak out.
[ 2016-03-18 14:54:16 CET ] [ Original post ]
Additions --- * Added textures to all models within the game. This gives the game a more realistic feel. * Added "warp to land" button to inventory screen, for people who traveled far out into the ocean, and exited their vehicle. Fixes/Changes --- * Improved gun shot light effect, with a more intense and realistic light. * General bug fixes. * Optimization, less draw calls, thus having a more stable frame rate. * Improved models to be smoother, less blocky, etc. * Improved normal maps to be noticeably more bumpy/have more depth. * Changed player model. Now has more detail, and fits the now textured world. * Upgraded to Unity 5.3.4. * Fixed various issues with new players and inventories/banks. * Improved sunlight and night/day time, as beforehand the sunlight could be seen reflecting off the ships in the sky, now no sunlight is present at night.
[ 2016-03-17 19:18:25 CET ] [ Original post ]
Hey! Here is a sneak peek at the new Lost World Update coming soon. I think some of you guys may like it.
[ 2016-03-13 15:58:24 CET ] [ Original post ]
- Lost World Zero Linux [2.41 G]
Features
---
Ore mining
Player vs. Player
Player vs. Environment
Day/night system
Plant harvesting
Health and nutrition system
Inventory system
Aircraft dogfights
Armor/Weapon upgrades
A vast, detailed open world
Quick traveling via aircraft
Singleplayer
Multiplayer
Proximity voice chat
Loot based gear acquisition
Promises
---
FREE updates
No microtransactions, the economy in-game is on its own, and is not influenced by real life currency
No DMCA takedowns on YouTube videos
- OS: Ubuntu 9.10 or newer
- Processor: Intel Core m3 @ 0.90 GhzMemory: 6 GB RAM
- Memory: 6 GB RAM
- Graphics: OpenGL 4.1 or above
- Storage: 10 GB available space
- OS: Ubuntu 12.04 LTS to Present Day
- Processor: AMD FX-8350 or Intel Core i5 4460
- Memory: 5 GB RAM
- Graphics: NVIDIA GTX 760 or AMD Radeon 7950
- Storage: 10 GB available space
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