Wildman: An "Evolutionary" Action RPG (Canceled) project video thumbnail
Replay with sound
Play with
sound
$504,120 pledged of $1,100,000 goal
backers
By Gas Powered Games
$504,120 pledged of $1,100,000 goal
backers

Wildman Update #2: Prototype Gameplay and Q&A

Greetings Kickstarters.

Once again, thank you for your continued support and for helping us spread the Wildman word. Every post and tweet matters!

Thanks also for all of the feedback, questions, and requests. We want to encourage you to post on Kickstarter, on our forums, or on Twitter or Facebook.

Anyway, on to the update.

Let Us See the Game!

Today’s update is focused on some of those requests and questions, with the primary one being “Let us see the game!”

So, we’ve prepared Wildman Video Update #1, which includes some of the current prototype gameplay.

This is extremely early development footage using an older version of our 3D rendering technology with the lighting removed and placeholder models and textures. For those interested in the new tech, it will use deferred rendering; you might want to Bing that. (Hah, kidding. Google.) Everything will be significantly better looking when the engine upgrade is completed.

The way our internal development works is that our designers prototype core gameplay using placeholder visuals like you’re seeing in this video. While this is going on, our art team is finalizing the game’s look and engineering is working on implementing and/or improving all of the underlying systems.

Controls

Wildman features a fixed isometric/top-down camera like Diablo, or Dungeon Siege minus the ability to rotate the camera. It uses standard PC action-RPG controls: Click to move and attack, click buttons or press hotkeys to activate abilities, etc.

Game Flow

When you first start Wildman, you will create your Wildman character. Character creation and base stats are still works-in-progress.

The overall arc of the Wildman is that he starts with little more than a simple club. Through exploration and success in combat, he acquires—through learning, stealing, assimilating; pick your favorite term—new technologies from his enemies. These technologies mirror historical developments in areas like metallurgy and medicine. In other words, Wildman starts with clubs, moves to swords, figures out how to heal himself, etc., all because nice people “teach” him these technologies after he bashes their heads in.

Your same Wildman character can be used in two separate (but overlapping) game modes, Overland and War Zones. War Zones appear in the Overland mode, but can be launched separately as standalone gameplay experiences. If you play RTS games, think of this as the campaign and skirmish.

Overland Adventures

The “Overland” mode is a traditional action-RPG like Dungeon Siege or Diablo. It will include a seamless world without loadscreens for you to explore. It will feature multiple environments, with thematically appropriate flora and fauna.

Along the way, you’ll meet people and creatures. These people and creatures won’t be friendly. In fact, they’re kind of mean. They will attack you. You will beat them up. They will die.

There will be objectives for your Wildman to complete. You may receive treasure, experience, weapons, armor, and/or technology for completing these objectives.

An example of one objective may be “defeat Ungar the Undying in the War Zone.” Which leads us into…

War Zones

In the context of the Overland Adventure portion of Wildman, think of a War Zone as an elaborate boss fight. If you enter a War Zone directly from the main menu, think of it as a fun, repeatable, and configurable PvE skirmish experience. Both versions feature identical core gameplay, but the Overland version is seamlessly integrated into the Overland experience.

So, when playing in the Overland, you may come across an abandoned Citadel. It is similar to a checkpoint, and once “captured” by the Wildman, he establishes it as his new base of operations.

Think of a literal fork in the road. If the Wildman goes one direction, he continues on his Overland adventure until he reaches the next Citadel. Between Citadels, he will fight monsters, collect loot, and complete objectives.

However, if the Wildman ventures further into the War Zone area, he will invariably stumble across an enemy Citadel, triggering an “act of war.” This brings the War Zone to life. Each Citadel begins unleashing hordes of soldiers. These soldiers meet on the battlefield. These automated battles rage on during the War Phase until one side has defeated the other.

Soldiers tend to carry around gold in their pockets—who knows what shopping opportunities exist in the middle of war?—and this gold tends to fall out of a soldier’s pocket when he dies. If you collect the gold, you can use it to upgrade your Citadel or purchase different kinds of Outposts that will unleash different types of soldiers. Do you need ranged units to support your melee units? Collect some gold and build and Outpost at one of the pre-defined areas in the War Zone. (Note: We may not literally use gold as the War Zone currency.) After the initial purchase, you have multiple upgrades for that type of unit. If the melee is, say, attack dogs, you may have choices to increase their number and attack in packs, or they can be "rabid" attack dogs and do damage-over-time.

Other upgrades are similar to those found in RTS titles with similar themes. You will be forced to make high-level strategic decisions on how to spend your available resources, reacting to the opposing War Zone champion and his army. The give and take feels much like a strategy game.

Within each War Zone, there may be mini “adventures;” for example, a path may lead away from the main battle area to a dungeon that features a particularly nasty monster, but it has some seriously nice loot. You will have to decide if it’s worth it to ignore the main battle and risk falling behind or go for the treasure.

1000 Words

We’re hitting 1000 words here, so we’ll call this an update. We hope this clarifies the core gameplay a bit. Feel free to ask more questions. And keep spreading the word.

Comments

Only backers can post comments. Log In
    1. David Walker on January 22, 2013

      To be honest I think it's just a little over-stylized. Wildman's legs are tiny! Not a huge fan of the 'super-deformed' look. Don't get me wrong, this shows a lot of promise considering the stage of development :) I hope the team follows the concept art (which is awesome by the way) more closely.

    2. Christian Daigle on January 21, 2013

      I REALLY dont like cartoonish graphics... not impressed so far. There is so many ARPG in the market who can offer a lot (PoE, GD, D3, TL2....). I need to see more from the core of the game or you'll lose my pledge. Good luck to you!

    3. Missing avatar

      Scott Aldridge on January 20, 2013

      thanks for showing the bug, it takes guts to show how the sausage is made.

    4. Philip on January 19, 2013

      Awesome update, and if I may make a small suggestion, don't be shy with the blood! I'd personally love being awash in it after a great battle, it'd be a cool feature. Keep up the wonderful work!

    5. ThomasN on January 18, 2013

      You could do for clubs what Rise Of The Triads did for rocket launchers. You know.. many different clubs. Encountering few enemies you have the blunt club, whereas when multiple enemies appear, you SWAP TO ANOTHER CLUB, which is more swordly sharpish. And now the revelation: two different clubs AT THE SAME TIME *mindblown* :-)

    6. gandalf.nho
      Superbacker
      on January 18, 2013

      Nice gameplay video.

    7. Thomas on January 18, 2013

      Very nice update. I hope there's more where that came from!

    8. Stewart "Zoot" Wymer
      Superbacker
      on January 18, 2013

      My favourite part of this update is how you dissed Bing as part of your presentation. Clearly you have no particular love for Microsoft products :P Bravo!

    9. Missing avatar

      Francisco Athens on January 18, 2013

      Applause here for the update! Just want to make a shout-out to Trailstorm Radeem (I'm glad you are on the team!) I for one would love to see a Linux port but already appreciate the news about OpenGL and DRM-Free!

    10. Missing avatar

      GV on January 18, 2013

      Nice update. One thing that is somewhat weird is the idea that the RTS "War Zone" area is an automated battle, with strategic upgrades. Sounds similar to the unending spawns of Demigod, which I'm not really a fan of. It is probably a good idea to keep the primary RTS mode and RPG mode separate. I did really like Spellforce1, which combined the two fairly well, and I mainly used my hero to beat everything, but the RTS mode didn't really work for me. Ideally it's going to turn out to be a Dungeon Siege solo hero runner (I don't like RPG groups too much, hehe), but with a RTS mode like supreme commander, where your RPG hero is your commander (he can still get in on the action). But hey, maybe it'll turn out to be something even better I didn't even think of.

    11. Missing avatar

      SuperCJT on January 18, 2013

      Looks interesting, what can we expect from the storytelling aspect? Any NPCs to interact with? Dialogue choices?

    12. fredgiblet on January 18, 2013

      Interesting. OK, I'm staying in.

    13. mike franchina on January 17, 2013

      Will the Monolith from 2001 feature in this game? As an easter egg perhaps?

    14. Andreas
      Superbacker
      on January 17, 2013

      A more technical question: Are you planning to switch to a lowpoly model when entering a warzone?

    15. Daniel P.L. Kelly on January 17, 2013

      Thank you for this update. I can't wait to play it. I'm much more interested in the single character than the RTS, so I'm really curious how the final gameplay ends up.

      How extensive will the character creation be? Will there be a lot of variety between player characters?

    16. Noel B on January 17, 2013

      This is the information (as I mentioned in the comment section) that needs to be in the initial video, sadly that video peaked my interest but made me pass the first time I seen this title till you came out with this video.

      -A fan

    17. Bruce Tyson Bjorklund on January 17, 2013

      @Scott - There will be a wildwoman! :D

    18. Scott Paisley on January 17, 2013

      Any chance of their being a Wild Woman that we can change to? My daughters love the idea of the game, but they're not too keen on being a Wildman :)

    19. pclabtech on January 17, 2013

      Cool, total annihilation / supreme commander with a caveman approach? That looked awesome :)

    20. Riggo on January 17, 2013

      Thanks for the update!

    21. James Baker on January 17, 2013

      Very awesome! Chris, you're my hero. I might have to bump up my pledge to get in on the beta! :)

    22. Gerard Braad on January 17, 2013

      Steam? http://www.youtube.com/watch… "We are happy to put it where you want it. We are happy to shove this game up yo{...}... " ;-)

      Gameplay and overall feel (graphic) starts out well, but the gameplay now looks too focussed on that single Wildman. Let's see how this develops...

    23. Blood Dragon on January 17, 2013

      Love the update! I am excited about seeing this game develop. Keep up the great work, GPG!

    24. Shane Schrupp on January 17, 2013

      Very nice. Thanks for the update!

    25. Missing avatar

      Nicholas on January 17, 2013

      Sounds AWESOME.