Werewolf in the Wild
A downloadable game for Windows, macOS, and Linux
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Werewolf In The Wild by Murray Lorden (for ProcJam 2016)
Become a werewolf in your very own weirdscape!
Press "T" at any time, travel to a new land.
CONTROLS
- W A S D to Move
- SHIFT to Run
- SPACE to Leap
- T to "travel to a new land" (generate a new land)
Drop some comments with ideas and feedback!
One day I'd love to explore this world further, so any crazy ideas are welcome. :D
Flicker Warning!
This experience if flickery! So if you are sensitive to such things, you may want to avoid it!
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FURTHER INFO
This was a great chance to learn some more C#.
- The terrain is generated in code using a bunch of randomizing variables.
- The trees, buildings and other objects were built by me in Maya, and are placed randomly across the terrain, avoiding positions where they are under water, or on steep slopes.
- Birds fly around, flying over obstacles and following the contours of the terrain.
Status | Released |
Platforms | Windows, macOS, Linux |
Rating | Rated 4.1 out of 5 stars (7 total ratings) |
Author | MUZBOZ |
Genre | Action |
Tags | Procedural Generation, PROCJAM, terrain-generation, werewolf |
Average session | A few minutes |
Inputs | Keyboard, Mouse |
Download
Download NowName your own price
Click download now to get access to the following files:
WerewolfInTheWild-Windows-2016-11-14th-2300.zip 21 MB
WerewolfInTheWild-MacOSX-2016-11-14th-2300.zip 24 MB
WerewolfInTheWild-Linux-2016-11-14th-2300.zip 33 MB
WerewolfInTheWild-Windows-2016-11-20th-2200.zip 24 MB
WerewolfInTheWild-MacOSX-2016-11-20th-2200.zip 27 MB
WerewolfInTheWild-Linux-2016-11-20th-2200.zip 37 MB
Comments
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Gotta get back to this some time! :D
Rock Paper Shotgun's Philippa Warr wrote a nice piece on this game! :D
"Werewolf In The Wild offers a jagged sensory overload"
https://www.rockpapershotgun.com/2016/11/15/werewolf-in-the-wild/
Is there any interaction with the environment? IE hunting?
Hi! Not as yet. But I have lots of ideas scribbled down for stuff about the landscape, things in the ecology, gameplay ideas...
I'm trying to finish off my other game, B-Grade Renegade for now, before I get too deep into Werewolf in the Wild. But I'm actually more excited about the Werewolf game!
I'm on Christmas break from my Game Design teaching job for the next 3 weeks or so, so I'm hoping to do at least one update to it in that time, to keep the ball rolling! :)
Any particular ideas or desires sweep through your imagination while playing, or watching the videos, etc? :D
Aside from the obvious ability to attack and/or hunt things, it would be cool to be able to encounter other werewolves or monsters, and compete with them and the humans. Also adding some sort of hunger mechanic to go along with hunting. Are there any really populated villages? I didn't see many towns or castles. As far as other interactions with the environment go, I would definitely like to see more things in the area around you, and some minor abilities like pouncing on enemies, slashing, or howling to scare them off.
Maybe an option to tone down/turn off the flicker effect.
Yeah, that could be a good idea. :D
Noted! All great ideas. I've pasted them into my ideas doc. :)
Loving the artstyle on this, solid foundation to build upon. Can't wait for those werewolf claws :)
Good luck with the rest of the development!
Thanks Ed! Love the video. I'm really glad there is a more adult audience out there, interested in this sort of experimental game feel. Excited about exploring more simulation and gameplay elements soon! :)
Looking forward to it, everyone loves experiments :)
Amazing and fascinating sensory experience. I wrote it up as part my weekly Indie Freebies piece for Gaming Respawn: http://gamingrespawn.com/indie-game-spotlight/16127/indie-freebies-spoiled-eggburt-others/
Thanks very much! Fantastic writing there, too. Really glad you enjoyed it! :D
I'm sitting working on experiments for AI characters as we speak! Hoping to at least post some videos of my experiments soon.
Thanks again! All the best!
I updated the build (2016-11-20th)!
Currently just modeling up a human character! I'm only really learning to do my own modeling and animating, so this could be interesting! I do have a character walking around with a crossbow! Just a test for now though!
THANKS SO MUCH to those who have donated a few dollars for this game!
That is super encouraging and much appreciated. You're too kind. :D
it could be so cool if you can se Your werewolf hands when you run :3
Yeah! I want to model some arms for the beast, and explore what it's like to let the player swing and claw at things. Perhaps hunting things down, and even bashing over / smashing trees and houses, perhaps!?
Any chance of a Linux build?
Thanks!
Hi! I've added a Linux build. Could you please let me know if it works?
I tested it on my Mac in Ubuntu in Parallels, and it didn't work!
But I figure that could be because it's running in Parallels.
Let me know how you go. :)
Hey! Just ran the Linux build, it works perfectly. Great game so far!
Awesome! Great to know. :) I'll leave it up, then.
There's not a ton to do in the game currently! But I plan to add some actually gameplay some time soon.
Rock on!
Love the visual style and like prowling around as a werewolf. Would really love some humans to slaughter though! (or even some sheep!)
:) Absolutely! I'll try to get some more stuff in soon!
I was thinking that maybe townsfolk will try to hunt you down with shotguns, and you can try to pick them off using a mix of stealth and aggression, while also perhaps picking off other animal prey.
Sounds perfect! Can't wait to see more of the game. Keep up the great work!
The idea of sheep, or some sort of livestock is interesting... like, perhaps we as the werewolf are cruising from place to place, looking for food, and basically trying to get a nibble of some livestock without getting shot-up by the local inhabitants, with each time you regenerate the terrain basically being a metaphor for heading to a new place nearby, to try your luck getting dinner. :)
Sounds awesome! Will def keep an eye on this, can't wait to see how it progresses. :)
I updated the build (2016-11-20th)!