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Revamped GUI

2014-05-22 01:58:53 by lonewolfgame


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

The newest alpha build 0.5.7 is ready for download! Log in to your Play-Em account at and download the latest version!

The following changes were made:

• Added new automated Joystick support. If there are controller plugged in, the game will attempt to set up all controllers with default input configurations.

• Altered input to a new input scheme, removed Punch Left/Punch Right, Kick Left/Kick Right, Autolock, Journal and added Quick Type, Item / Weapon, Quick Left, Quick Right, Zoom In, and Zoom Out.

• Fixed some minor input related bugs. Changed the Controls screen to feature new input.

• Changed Special Moves Input for playable characters, with a new "Casual Play" mode with simpler input. Input for specials include changing in to the Werewolf and back with holding down Block and pressing Down + Punch, all other specials use either Up + Punch, Down + Punch, Up + Kick, or Down + Kick.

• Fixed a bug with grabbing to help up an ally, now prioritizes reviving fallen allies over enemies.

• Updated the art for the Status Bars, now includes the current Quick Item and Quick Weapon as well as ammo and quantity.

• Added a "How To Play" screen under "Options", also replaces "Continue" if you don't have any savegames. It is basically a brief version of the manual.

• Changed input for menus that required the PUNCH button (Button B) to be replaced with the JUMP button (Button A), so it matches the XBOX / PS controllers default accept/confirm.

• All joysticks can now navigate the menu and Button B on a controller will go back in the General Menu.

• Added "Play Style" to the "Gameplay" section under "Options" can now choose between the default "Casual" style of play or the old "Hardcore" style of play.

• Made a new progress bar for loading, and slider for save games. Also adjusted the way you can change values in the General Menu so it is faster.

• Bugfixes for camera zooming with other players, some occlusion culling fixes for terrain disappearing.

• Completely rehauled the user manual and added more images.

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

The next issue I tended to see was another barrier to getting people into the game and really experiencing everything the game has to offer especially in regards to the Special Moves. I'm from more of an arcade background, so I love a few complex controls here and there to give more tension to the play to try to pull off some moves, however I saw quickly that this style of play was not for everyone, so I decided to borrow from Dragon's Crown and make the Specials related to a directional + button. So now all specials are executed with Up or Down + the Punch or Kick buttons. I have created "Play Styles" with a "Casual Play" mode for easier specials input and for those who like to have more of an arcade feel to the controls with a "Hardcore Play" mode. I also created some new input buttons based on the Quick Menu feedback, now you can use the directional pad on a controller to switch weapons and items even quicker without having to bring up the Quick Menu GUI. Hitting Quick Type lets you change the type of the item/weapon in your Quick Menu, while Item / Weapon let's you switch between items and weapons in the Quick Menu. Quick Left and Quick Right allow you to select the previous or next item in the inventory for the current type of item you have selected. So using these inputs you can forgo the holding down Switch (Tab or Left Bumper by default) and just push these buttons to change your item selection. This should make it easier to change weapons or items you want to equip or use in combat on the fly, but the old method is still retained to make it fit for controllers that don't have the extra directional pad (arcade stick as an example).
I've also taken a few days time to go and rehaul the instructional manual completely, adding images and rearranging it so that all the good stuff like controls, GUI info, and character info comes first.

I redid the graphics for the Status Bars and now you can see the current Quick Item and Quick Weapon and it's Ammo without having to open up the Quick Menu every time! So this in conjunction with the new Quick Buttons (Quick Type, Quick Left, Quick Right, Item / Weapon) I think it makes the gameplay flow a lot better. Now you can easily see what items you have equipped and ready to use during play. I also added a How To Play section to the Options menu screen and also have it replace Continue if it is your first time playing or do not have any savegames. This should make it easier for first time players to check out how the controls are set up. I also did some adjusting to how menus are handled in the game and moved the PUNCH button to confirm to the JUMP button so this corresponds more with the console style of confirming/canceling menu items. Button B is now used on the controller to go back in the menu as well. I changed the loading bar to the blood splat and a numerical percentage so it is easier to see how much left is needed to be loaded. Also changed the slider for savegames to fit more with the menu style of the General Menu. All the connected joysticks/controllers can now control the General Menu as well, so other players can pause the game and use the menu for changing items too.

I had to sidestep the animation rehaul in favor of usability since that seemed to be the main issue stemming from all the feedback I had gotten. I also found a lot of minor bugs and some occlusion culling bugs during the GUI revamp. I think I have most if not all taken care of now, so I can pretty much focus on making everything else look pretty now. So next up is going to be animations and effects, and then a lot of game balancing after that. If you haven't already, you can
pre-order or donate today at, or at, and play the latest iteration with all the improvements! Hope you are enjoying the progress, more updates soon!


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