LEFT: John investigating outside of an old building. RIGHT: A scene during the opening credits. Check out that welcome sign!
LEFT: John's drive to White Lake wasn't exactly easy on his old, beat-up car. He had to walk the rest of the way into town. RIGHT: Items that can be picked up will TYPICALLY be
easy to find... they SPARKLE. There may be a 'hard' mode introduced int development where none of them sparkle. STILL, I urge you to interact with everything to have the
ultimate gameplay experience. Some story items, or clues will NOT be obvious, and some items may still be hidden.
LEFT: Exploring John's surroundings is imperative to progressing the game, and well-placed and hidden items reward observation and exploration.
LEFT: Investigating a small corner market in White Lake. RIGHT: mmmm... weapons. John can equip both a handgun (sidearm) and a melee weapon at the same time.
►Combat on the map, to allow for challenging game-play and intuitive tactics.
►Immersive, startling ambiance to keep you on edge
►Item placement to promote & reward exploration
►Highly interactive maps and objects
►Multiple paths to explore along the way—including alternate story routes and will include many side-quests (in the future releases)
►Puzzles galore
►Vivid, detailed locations to explore
►Will feature multiple endings (upwards of 5 endings) determined by players actions/inaction and what is uncovered on their journey
►W.A.W.L. Health System—for determining health without an on-screen gauge.
When John's health is in the normal range...above 50% health.
John's heart begins pounding as his health drops below 50%...the screen begins to fade into red...the red grows in intensity until...
...in this condition, John is clinging to life. His heart pounds faster, and louder.... Healing him with a curative item will restore his health as well as make it easier for you to see.
►Achievements & Rankings based on your play throughout the game:
The Ranking System in Wolves at White Lake will grade you in five separate categories (ranking 'A', 'B', 'C', 'D', and 'F'), and from those, determine your overall ranking. ('A+' is possible for the Total ranking if all five categories are given an 'A' Ranking individually.
The Achievements will be handled in their own individual ways, depending on the Achievement itself.
For example, Avid Reader is given if the character collected all of the Journals in the game.
The requisites for each have been adapted to the demo length...so all of these are currently achievable...but some are pretty darn unlikely.
(the next version of this demo will include these Achievements and Rankings...but based on completion of the demo, itself...once the complete game is released in the future it will have higher values to accumulate to earn Achievements and Higher Rankings.) An example of this would be Achievements like Sadistic (more than 50 creatures killed) or Pacifist (less than 13 creatures)...in the full version of this game...these numbers would be greatly different than in their current form.
Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
Can someone recommend some fun story-heavy RPGs to me? Coming up with good gameplay is a nightmare! I was thinking of making some gameplay platforming-based, but that doesn't work well in RPG form*. I also was thinking of removing battles, but that would be too much like OneShot. I don't even know how to make good puzzles!
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