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John Kramer had a simple reason to come to this town: he's looking for someone. Although, he quickly finds that his intentions

for this trip may matter little in the grand scheme of things. The answers he sought to find in this place may not actually be those

most urgent to him now. White Lake seems to have its own questions in mind.

Something is happening here. Something unspeakable. Is there a source of this evil? Is it targeting him? Is it something about

this town? Is this all in his head? ...One thing is certain: If John intends to survive... he's going to have to find the answer for

himself.

Like I said... White Lake has its own questions in mind.  



White Lake is a small city. John doesn't know a lot about it... and doesn't particularly care. He's just following someone.

Now... it's certain that whatever is happening to this place is far from normal. The windows are all boarded up... the streets are

devoid of people and instead are filled with mist and shrouded by fog. One can only assume it wasn't always like this.



      









Here's the link to the demo. The BGMs are in a separate zipped file and must be unzipped and placed in the 'BGM' folder of the project. Enjoy!

https://www.dropbox.com/sh/2hki7r0kmmetn23/Q1_002Vuiw

(officially released October 31, 2013)

(updated to a 2+hour demo December 8th, 2013)

CONTROLS:

A = Attack button

D = Firearm (handgun)

SPACE = Action button

0 (on the number pad) = Cancel/ Menu button



   

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: A flashback scene from John's past. RIGHT: Wolves at White Lake © contains many player's choice moments. Some of which greatly alter the game's flow and events.

So be sure to choose wisely.

   

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.







STORY

KingmakerSpider

EpicViper

MUSIC & SFX

Cloud_525

Apoc

Sinahkai

Kain Vinosec

Gyrowolf

Enterbrain

SH series

SPRITES

KingmakerSpider

Mack

Snipah

TITLE & LOGO ARTWORK

Oni

CHARACTER ARTWORK

Ricifidi

ANIMATION GRAPHICS

Enterbrain

Timmah

KingmakerSpider

TILE GRAPHICS

Enterbrain

Celianna

Lunarea

Mack

EB

IceDragon

Painhurt

PandaMaru

MAPPING

KingmakerSpider

SCRIPTING

Enterbrain

Khas

Vlad

Woratana

BulletXt

Reedo

OriginalWij

Moon

Deadly Dan

Kylock

Mithran

HanzoKimura

Synthesize

STILL MORE TO BE ADDED, I'M SURE...

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