Funding for this project was canceled by the project creator on July 10, 2014.
Funding for this project was canceled by the project creator on July 10, 2014.
"I am officially calling Game of the Year 2014, and indeed every other year, to the game that lets me be a bear in a bowler hat with a heavy machine gun." - Ben Barrett
Update #4 - We explain the true value of our backer rewards!
Update #3 - We go into detail about a number of our upcoming classes, game modes, maps and vehicles!
Update #2 - Check out the progress we are making on some of our new character animations!
In-Game (June 26th) - We launched jump pads and new elite items!
Wild Warfare is a class-and-vehicle based FPS, starring a squad of elite mercenary critters. Its focus is on fun and fast paced action with classic game modes, ranking and levelling classes, and hats. Lots of hats. Hats hats hats.
The rules are simple: players must fight, dash and double jump their way to victory. Inspired by old school shooters, Wild Warfare is a light hearted, but competitive multiplayer game that everyone can enjoy. Even grandma.
It’s free-to-play and designed for the web, download, and we sure as heck hope for a whole lot more. YOU CAN PLAY THE ALPHA HERE!
Right now, Wild Warfare has three game modes, three classes, one Armored Walker, and six hats. With a little help from Kickstarter, we are going to make all of those numbers much bigger.
For $24,000 we will polish all of the character models, animations, and update our maps. We will also add two new unit classes, new maps and game modes, and introduce one new vehicle class. We also want horde and enemy AI for new cooperative swarm modes.
This Kickstarter will bring us to the next level and push us closer to our full launch, but that won't be the last level. Not by a long shot.
Our passion is to work on this game until it's something great. Not just more modes and missiles (though we'll definitely have those) but more ways for our community of players to connect and blow each other up.
Our long term plans are to be where our players are. Our game has been Greenlit on Steam and we are working like crazy to make it launch-worthy on that platform. Steam alone will help us integrate a friends system, achievements, leaderboard, virtual currency and more. We're also working hard to get on consoles, introduce a mobile component to the game, and we hope to put in competitive mechanics that make our game worthy of tournament play!
Beyond that, we want the game to be hilarious, gorgeous, and fun. We want to keep our eyes and ears on the community, and build out the features YOU request. If you're as passionate as we are, we need your suggestions, your game skills, and your support.
So we're in this for the long haul. We have the team and determination to make it happen. And we'll drive toward that goal, or die trying. We can see the path ahead, and with your help it looks glorious. Join us!
While the game is fun as a son of a gun, it's got a long way to go. Right now most of its artwork is repurposed from other projects. We need lots of new models and animations for new classes, hats, vehicles, explosions, rocks, lens flares, hats and of course the shiny hat crates they come in.
We also want to use the money for new classes, maps, vehicles and game modes that we want you to test. We even want you to choose what order these features are launched, and help determine the design of new maps.
And the grim truth is that we can’t do this ourselves. Our small studio isn’t set up to pull together the sheer amount of amazing artwork to bring Wild Warfare to the next level.
For the amount we’re asking for, we can get what we need to make Wild Warfare shine. We’ve got a network of studios and artists all lined up. They just need the funds in small, unmarked bills, and they’re ready to go.
BUT if we manage to raise more than what we’re asking, we’ll be able to make Wild Warfare bigger, better, faster and stronger. If we reach our stretch goals, we’ll be able to secure the extra talent and equipment we need, and ensure that Wild Warfare is shipped and awesome by the end of THIS YEAR. (That’s 2014, in case you’re reading this from the future.)
This Kickstarter is all about making Wild Warfare the best it can be. We REALLY want to make this game one of the most entertaining you’ll ever play. With your help, we’ll make that happen.
The Hyper Hippo Team is made up of blokes from a variety of strange and wonderful backgrounds. Though our team is small, we have years of experience and tons of game launches under our respective belts.
Hyper Hippo was founded by Lance Priebe, one of the creators of Club Penguin (the world’s most popular children’s MMO). Lance assembled a special-ops team of devs and artists, and gave them free reign to build the games that they’re passionate about.
This crack team has worked on Wii titles, web games, MMOs, Nintendo DS games, and mobile games. We’ve created trading card games, comic books, full soundtracks, and movies. We’ve worked with industry giants on established franchises, and even have experience helming consumer product lines. We got dis.
We’ve also got some partners and projects on the go that we can’t talk about just yet. But stay tuned to this campaign for some sweet updates.
Wild Warfare is not our first time to the rodeo. We have the experience and technical knowledge to make it happen. We just need a little extra help to make it incredible.
Are you still reading all this? You must be some sorta word-reading-person.
The story of Wild Warfare can easily be summed up as the Game That Would Not Die.
It started on a snowy weekend in 2013, when Paul (Programmer) decided to create an FPS engine. Grabbing some source code from one of our existing games, he put together the entire prototype in two days, and brought it into work for everyone to play.
Paul did this for fun, and holy smokes was it fun. The entire office became instantly addicted to the game, and we knew the game was something special. But because the game was made up of assets and code from other projects, we couldn’t do a wide launch or promote it.
Regardless, Paul decided to take a few weeks to polish it up, and put it out on our website for fun. It was supposed to be permanently in “Alpha”, and we were supposed to forget about it.
But then the players started showing up. A few hundred here. A few thousand there. As we continued building our other games, trying to ignore the Game We Couldn’t Do Anything With, the numbers kept going up and up. Our servers maxed out, we added more, and then THOSE servers maxed out.
No matter how much we tried to ignore it, it was obvious Wild Warfare was THE game we needed to focus on. Our fans were demanding more. We were demanding more. It was time to make it happen.
Right now, we are dedicated to upgrading, expanding and polishing Wild Warfare. But we need to solve the problem of the things we can’t do in house. That’s where you come in, you word-reading-Kickstarter person.
When we designed our lower-priced tiers, we focused heavily on providing backers with a ton of in-game value. We wanted backers to experience their rewards and advantages every time they played. Since the game is still in an alpha state, it may be hard to gauge exactly how far your backer dollars and their corresponding rewards will stretch over time.
Let’s start off by explaining how you rank up, how the crates, keys and items system works, and how this all relates to the backer rewards. In Wild Warfare, there are various crates you can pickup from fallen opponents during matches. Inside these crates you'll find hidden items or upgrades that are classified as: Common, Uncommon, Rare, Epic, or Legendary.
It's likely that you will unlock Common and Uncommon items from each crate, and you may even unlock duplicate items (eventually you will be able to trade in duplicates for XP). Rare, Epic, and Legendary items are going to be few and far between. Down the road, these crates will contain power ups, new guns, new customization items and more! So having the ability to unlock a multitude of crates is going to be extremely helpful throughout your career in Wild Warfare.
But collecting the crates is the easy part. Unlocking them is a different story. You can only earn keys to unlock crates by ranking up. You earn a single key every time you move up a rank. In the entire game as it stands today, there are 50 ranks you can move through. However, a player can collect many crates just by playing a few matches. When you consider the amount of crates you will collect over time, versus the amount of keys you will get, you will always have far more locked crates just sitting in your inventory.
Eventually, if players want to have more keys, they are going to need to wait to level up or pay for additional keys. We have all of this covered in our backer rewards to get you unlocking many, if not every item quickly!
While we are on the subject of items, here's a preview of what our Legendary Kickstarter Backer Hat will look like on your character in-game!
If you have any questions about our backer rewards, please don't hesitate to message us!
We really want to finish this game. We will eat, sleep and breathe this game until our vision is realized, we just need your help to make the first big leap. That being said, the reality of any game project is that it faces challenges, and we must be up front about them. From there, creating a strategy for tackling each challenge is crucial. Here are our top challenges and how we plan to overcome them:
CHALLENGE: Making a full-scale FPS for the web is a huge undertaking.
SOLUTION: To help speed up the delivery of certain features, create a large offering of items, and develop new maps, we will outsource for additional art talent. We understood the depth of our commitments when we started this journey, and we know how long will it take. We need help beyond our studio and we hope you will take the journey with us!
CHALLENGE: Is there an audience willing to pay for old-school FPS’?
SOLUTION: It is possible, that a throwback game is no longer able to monetize in the market. If that is the case, we need to listen to the audience, take in the feedback and decide how that is applied to our next steps, and also consider pivots.
CHALLENGE: This is our first foray into first person shooters.
SOLUTION: Developing in this genre is a new challenge for our studio. We wanted to develop a playable alpha before coming to Kickstarter, to dispel any concerns of whether we could build and launch a game of this magnitude. We are ready to take on this genre and do it justice. We have all done our homework. We love the genre and have played as many (good) games within it as we can find. We have not run into obstacles yet, and have managed to put out a high capacity alpha, hosting players from all over the world seamlessly. We have a strong foundation and will only be building on a solid/stable code base.
CHALLENGE: Standing out from the pack.
SOLUTION: There are many features inherent in an FPS, but putting your own twist on those features is the key to offering something different. We are up to the challenge of setting ourselves apart from the pack, and we want to work with the community to do just that. We want to explore unique vehicles, innovative new game modes, leveling systems, map schematics, item/reward systems and even how the game monetizes. We want to try new things and not play it safe!Learn about accountability on Kickstarter
Have a question? If the info above doesn't help, you can ask the project creator directly.
- (30 days)