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Incarnam Anew
Friday January 08, 2010 By Admin
Hello dear Wakfu players! First, let me introduce myself, my name is Tonio, I am a young Game Designer and have just recently joined the Wakfu team! I work on the various game mechanics and my ultimate goal is to make your Wakfu experience unique and like no other MMO. So let’s get right to the point and to the heart of the matter, shall we?Today we’ll be talking about the new version of Incarnam - Wakfu’s new evolutionary learning area.1. Starting overThe most observant among you might have noticed that there already is an Incarnam tutorial! So why are we reworking it? Simply because it does not quite fulfill the objective we had set for it. But then what are the objectives in question, you ask? For us, the introduction of the game must:Stun and amaze the player right off the bat! The first impression one gets of Wakfu is crucial. The graphics and sound must be immaculate - the player must be completely absorbed by the experience.Teach the gameplay basics. The player must learn how to play during this phase. It may sound obvious but it’s essential! The basis of a game is interactivity after all!Give you a taste of the overall gaming experience. The tutorial should give hints to most of its aspects, acting as a sort of trailer. It should give a feel of the experience and make new players want to continue playing.Finally, it should give you goals to attain - because there's nothing worse than moving forward without an objective in mind. The player must not feel overwhelmed, but always have at least one goal to accomplish, even if he later makes them up himself.While analyzing Incarnam’s first version (the one now online) it is clear that these criteria have not fully been met ... Very good ideas punctuate the tutorial but there was still much to improve on.The first major criticism made by you, the players, is the lack of information and explanations. In truth, other than the fighting system, Incarnam doesn’t really show you how to play Wakfu. And to say that Wakfu is a bit complex is an understatement! The first contact with the game can sometimes be ... “hum”... a bit rough - ecosystem dynamics, Wakfu/Stasis, possibly scarce resources, an in-depth crafting system, Clan Masters, and many other features. And to think that we haven’t even integrated everything yet!We heard your complaints, dissected and discussed them and did something about it! We also kept in mind the things you enjoyed (the frescoes, the Incarnam feel) to refine them and add the finishing touches.With that in mind, we’ve taken a step back to make this new tutorial, and really pondered how to make it the best it could be. So, without further ado, here is a two-point presentation of the new Incarnam which is no longer a simple tutorial but now a complete learning area.2. Incarnam V2 – Tour Guide IntroIn this tour guide, we added everything included in the first minutes of play, from creating your avatar to discovering the game world. Our goal is now to meet the objectives previously stated.So what we want at this stage is for your arrival into the Wakfu world to be spectacular, fast-paced, and to hit home right away! I won’t reveal too much about this part of the game, but you can expect a heavy introduction! Oh, and a tiny surprise awaits you just after creating your character. But hush!Every character will start his existence in Incarnam right after incarnation (curiously enough!). This opens the first zone (we are of course talking about an actual area and not some excessively scripted and linear tutorial) a place where you can freely explore your surroundings and where you will begin to master the game’s first interactions; ecosystem and combat. And for the most tenacious of you, secrets await...But careful, don’t go imagining that what we did is simply a light makeover of the actualtutorial,that would be far from the truth - no more endless dialogues, the feeling of moving on a set path, gone forever! You must now see this foray into Incarnam as the first real area of the game: the player is free to go as he pleases and to level up safely. Accessibility, simplicity, learning through action; those are the key words!But this is only the tip of the iceberg: the new version of Incarnam is more than just a tutorial to start the game.3. Incarnam V2 – Evolutionary learningThe real goal is to make Incarnam an evolving area, a place of learning all through the game, pushing players to return at regular intervals. Wonder how and why? Read what follows carefully...Let’s start with explaining why - you already know that Wakfu has an insane amount of possibilities and that some features haven’t even been integrated yet. The developers believe that it’s difficult enough for players to master the ins and outs of the game, without adding the acute difficulty of explaining it to others.Technically, we could easily make a tutorial that teaches you all the existing mechanisms early on in the game, but it would probably take you 5H to finish, you’d need 3 liters of coffee and the equivalent of a doctorate degree to get through it.Also, new features added during the Beta would cause quite a headache.It was with the intent to resolve these issues in mind that we decided that Incarnam should be a temple of learning, where players could return at any time with the help of a Phoenix portal. Incarnam should be a rendezvous spot for players, for them to talk, yes, but mainly to participate in mini-tutorials to hone their knowledge of the game as levels and difficulties go up.Incarnam has a very special structure, as you can see below:(NB. This diagram was simplified - it’s not a map nor an artwork!)Incarnam is formed of a central hub where players can meet without nationality restrictions (the area will be PVP off) marvel at frescoes and other elements recounting the legend of the world of 12.From this central room, you can also access secondary rooms, each corresponding to one aspect of the game:The Combat Room offers tutorials and challenges to learn how to fight to the best of your ability; there you will be taught the different combat techniques - tackling, dodging, using elementary bonuses, etc. Although Iops aren’t usually the best students, you should find quite a few of them loitering about.The Ecosystem Chamber touches just about everything related to nature and to the word’s survival and exploitation. Here the budding environmentalists will hone their knowledge of weather or try to understand how the Clan Masters work.Last but not least, the Social Hub, where we see just about everything that links the inhabitants of the world of 12. From craftsmanship to advice on preparing your run for governor, that's enough to occupy many merchants and develop public figures.As you can see, you're free to focus on, or specialize in the specific area of your choice. Incarnam’s doors will be open at all times for you to come back and fully master the information. You’re completely free to learn at your own rhythm and most importantly the experience will be fun and free of constraints!I can already imagine what you’re thinking: Having access to so many tutorials, is it really a good idea? Isn’t there too much to see? And what’s so evolutionary about it anyway?Well, that is exactly why the last feature of Incarnam is so interesting: individual tutorials need to be unlocked! True, at first only a few lessons will be available. As my Grandma always said "Knowledge is power, if you want it, you have to work for it!" and that’s true in so many ways.And for an in-depth look at Incarnam, you need only play! Incarnam’s wonders will be revealed as you gain experience and discover your surroundings.For example, to access the Clan Masters’ Chamber, all you need to do, is to have one cross your path, that’s it, it's as simple as that!The first chambers (weather impact on wild plants; how to use your haven bag) will be unlocked through fairly simple criteria (herbalism level 15; dropping a haven gem). Keep in mind that the last chambers’ requirements will be much more extreme and accessing them will be far from easy but the reward – not just in knowledge but also in game secrets - will definitely be worth it.Oh, did I forget to mention that every mission comes with numerous rewards? To motivate the greedy Enutrofs and the studious we have added the most exquisite items! You’ll get them after doing challenges – a clever mix of theory and practice.Getting through them will give you nice rewards, but beware some will be really difficult and only the toughest will be able to get their hands on the most beautiful prizes. The Gostofs talk of special equipment, decoration for the haven bags or even objects to customize your cutesy pe... oops! Think I've said too much I leave you with this ‘small’ review - more will be revealed in an upcoming devblog! Here’s hoping I’ve given you a taste and feel for the new Incarnam.
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The creation of a class of characters that is both unique and stylish is a very long process that must absolutely be done one step at a time! We thought it might interest you, so here is a behind-the-scenes look at the steps leading to the creation of a class of characters on Wakfu!1) Graphic DesignThe first step, which usually takes 3 days to a week, involves drawing the characters from all angles, while respecting the constraints of the new template - and of course, without forgetting that both the male and female versions must be made.2) SpellsSince the class spells have already been worked on in the past, the Game Designers’ task is easier at this stage. The GD review old spells, correct balancing and logical errors and eventually create new spells if needs be. This lasts on average 2 to 3 days, depending on how many alterations will be made to the original scheme.3) AnimationThis is by far the longest stage, the characters must be animated in different directions for all combat situations. Before moving on to the actual animation, the animators have to find key poses to give the class a style of its own. This part of the process requires a lot of research - it is very important that the characters have their own identity. This step can easily take up to 2 weeks, knowing that some classes take much longer than others, especially the melee classes like the Iop or Sacrier.4) FX After the animation comes the spells’ visual effects. Rendering the effects is a crucial stage - without state of the art FX, fights wouldn’t have as much depth. This step takes up to 10 days, including the validation process and modifications resulting from the test phase.5) ProgrammingOnce the new spells are finalized, programming begins. Since the spells have already been coded, the amount of work will depend on the changes and features added in step 2. 6) Script At this point, everything needs a bit of tweaking. The spells must start at the right moment, with the right animation and so should the effects. This step is very technical and takes the game designers 1 or 2 days depending on how many changes were made in Step 2.7) Spell descriptionsThe scriptwriters review the spells that were modified on step 2 and change the descriptions accordingly.8) SoundAdding the sound is the final stage of production. The sounds are created and then added to the FX and animation. This step takes about a week and a half.9) Testing /BalancingTesting is required at every stage.An animation not displayed in one direction, problems with balancing or effects, errors in the text - all these must be detected and fixed. The testing phase lasts at least a week or two but in truth, never really ends. The classes are reviewed continuously with the arrival of new content and new classes, to ensure that the classes’ balance is maintained.The creation of a class of characters that is both unique and stylish is a long process that must absolutely be done one step at a time, and unfortunately, those responsible for each section, work on different projects and can rarely devote all of their time solely to class development, making this an ever longer process.
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Tags : steps
The Prison Doors
Thursday October 08, 2009 By Admin
Is it your destiny to die here?Didn’t your momma tell you not to play with dangerous weapons? Well now you know where these things lead – right through the doors of Wakfu Prison. If you can break laws, surely you can break stones, and now you’ll have a country all of your own to do it in. Don’t worry though, there’ll be no life sentences here, we’ll just bang you up long enough to let the cool air of an Amakna dungeon chill your blood.Each of you future prisoners of Wakfu will be assigned to the cell most befitting your crime. And let me give you a little advice:if you’re feeling the cold, don’t bother cuddling up to your "Clan members" or heating up affairs on the the neighbouring island, it could cost you more than a few days of freedom. Do you like hard work? Well let’s just say the long and winding pebble roads of Amakna aren’t free! " Most days in prison are horrible, and as you know, there’s a new day at least once a day.I am the lawAnd no, this is not some judge offering up free hotel rooms to unruly holiday-makers - for now, any citizen can send you to prison for uprooting precious crops or killing endangered species on his territory. How? Simply by winning a PVP fight against you. This may change later when the ranks of Government begin to fill up, and later still, when the crime-fighting militia is created.Rememberthat all citizens have the right to visit you in jail or to keep you going with gifts… or to throw tomatoes at you while you lie in chains (well, we’re not sure about the tomatoes...). I want you!Don’t worry, this old uncle didn’t come to sign you up for hard time, but just to remind you that prisons are tightly linked to the politics systems. All this won’t take effect just yet, but the feared day won’t be long coming, criminals of Amakna! We’re going to give the governors great powers to form the laws of the land and to punish scheming outsiders.The nations of the World of Twelve are on the rise, and your type won’t be tolerated... Let’s go Pooch, get down to it, Alcatraz wasn’t built in a day you know.
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Tags : PvP, Nations, Prisons
One big month without any news on the devblog, it's certainly been a while. Why such a long absence? Well, for the past three weeks, a conversation has been taking place on the French Wakfu forum between Tot and the players discussing the evolution of the game. For those who missed the fun, and to spare you reading through 26 pages in French, here is a summary of the main points followed by an update about the next patch.Firstly, it is important to remember what we have been working on for several months: the combat system. Even if this feature will not necessarily make Wakfu THE original game you are expecting, it is essential that it is well built and it is one of the most complicated features to implement. Some more specific examples that we have reworked or will rework:States: We want to give them great importance in fights and to do that we need to make them clearer visually. We need to know who is in the grip of what state a quick glance (stars spinning above a character would make it clear). Spheres of combat: We're going to rework them. Not straight away, but it's planned and scheduled.Monsters: We will rework all of the monster families one by one to make them more "intelligent". We have also reduced the excessive number of species per family as we were getting nowhere with them. We're also working in parallel on many other points and Tot has clarified some of the regularly recurring issues on the forum.Incarnam: You have discovered the first step of the tutorial and learnt more about the origins of Wakfu through the magnificent frescoes of Ben Piwate and Sephy. There are still many things to include and correct (the remarks on the forum have been noted), but we've kept a few surprises to make this tutorial more fun and memorable.Clan Members: This is a big piece of work, and big pieces of work take a long time to finish. Animations, balancing, AI, new options to add... Not everything needs re-working, but we know that we've started on a large project. We will take as long as it takes to get it all done.The islands all look the same: We've talked about this already on the devblog, there are 5 archipelagos in the world of Wakfu: Amakna, Astrub, Bonta, Brakmar and Sufokia. Each archipelago looks very different to the others. There will be 4 governable islands and a central island. The fact that the 4 governable islands resemble each other comes from us not wanting to put certain nations at a disadvantage. However, the central island will look different to its little neighbours.Multi-cell monsters: Tot raised the possibility that Kam might be able to work on monsters that take up 9 cells. Well, it's no longer a possibility, it's a fact! I've only got one thing to say: they'll be a feast for the eyes!Ecosystem: Again, like what's happening in Ankama's basement, there's a large amount of work to do here. For each new monster is not just a punching-ball that we have to think about, but a living being, interacting with its environment.Emotes: Character illustrations based on the smileys you type into the chat, that's Xa crazy idea. As such, even before reading your partner's words, you'll know their mood.Mounts: Will they be delayed as much as they were in Dofus? An excellent question from Dreking. The system is consistent with that of monster breeding (which will allow endangered species to be preserved). At the moment, we're brainstorming the subject. And believe me when I say we're not lacking in ideas that will be really worth the effort!Snow in Wakfu?Not for this Kwismas but Tot has clearly expressed his desire to see the lands of Amakna covered in white powder. We don't want our artists to work on it straight away, but you can look forward to being able to make snowmen one day.Why aren't there any houses in-game, only ruins? Eventually, players will be able to construct their buildings, part of Amakna island is also reserved for this purpose. Tot would like you to discuss this subject and is currently putting together a little explanation of what we've got planned.Banks? We still don't see the point in introducing them into the game. Chests are available to furnish the personal room of your Haven-Bag. Why give money to someone else when you can keep it comfortably on your back? After this larger-than-I-was-expecting summary, let's talk about up-coming content. Tomorrow, Sacriers will land on the Amakna archipelago, and the Larva Dungeon returns as well.We're preparing a more substantial update for the 15th October, with central island of Amakna to discover, its monster families, its giant monsters, its challenges, new dungeons and more surprises that we'll have the opportunity to discuss over the coming weeks. All this will be accompanied by the possibility of levelling your character to 100. However, it would seem that Srams are going to have a little bit longer to wait than initially thought, I'll tell you more next week.To finish, and to stop the numerous private messages that are filling our moderators and staff members' inboxes, here's the order in which the next classes will/should arrive: Sacrier, Sram/Xelor, Feca, Pandawa, Sadida, Enutrof and finally Osamodas
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Coffee Break
Monday August 10, 2009 By Zidrune
No big, life/game-changing news for you today, so we can all relax after last week and concentrate on working on the protectors before putting them under the microscope.But in the meantime, and in the interest of tradition, here’s a small batch of screens taken on a random walk around Emelka.
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Tags : Emelka
Clan Members
Friday July 31, 2009 By Zidrune
One clan to protect them all, one clan to save them.One clan to bring them all and in the light guide them.For several weeks now, since Ankama Convention #4 to be exact, people have been throwing a strange acronym into conversations on the Wakfu French forums: MdC...CM in English, or Clan Members, are something that promise to be one of the pillars of the Wakfu game.What are Clan Members?Ogrest's Chaos was the presumed cause of the disaster that led to the world of DOFUS being in the state we know in Wakfu. The Twelve did not stand idly by when faced with the difficulties encountered by their disciples. In a move to protect the land as well as their inhabitants, they entrusted some of their powers to a handful of elected officials. Thus the Clan Members were born.Today, these Protectors are in the service of a nation, but retain control over their territories.What do they do?The Protectors offer a number of services to citizens of their nation: challenges, bonuses, information about the weather and the ecosystem, etc. They act as perceptors in a territory and will be essential allies for governors.The money collected by the governors can be reinvested by them in buying improvements for the protector, new challenges, and changes in climate (a heatwave! Who ordered a heatwave?)...Fight! Fight! Fight!It will of course be possible to attack a Protector affiliated with a nation hostile to yours. But beware! Attacking a demigod is not to be taken lightly! You must start by putting some money or items on the table before it will deign to pit its strength against you. And don’t forget to count on the presence of the attacked nation’s players, who surely will not leave their fellow citizen to face a common enemy alone!You can guess, however, that facing these challenges and overcoming them will not be without reward. If you are able to defeat a Clan Member, not only will you win their allegiance, but also all of the benefits associated with it.But CM doesn’t rhyme with NPC…So, with that said, you can perhaps understand a little bit better why Kam spoke of the CMs being a feature that would make some players’ hair stand on end (see Anthox’ report ). We have always promised that Wakfu would be devoid of NPCs, and yet in the strictest sense of the term, that is what CMs are. If this seems to go against everything we have said on this topic until now, we’d like to discuss it with you by putting things into the proper context.What is an NPC? A Non Player Character. A monster is an NPC. Just like a moderator or a GM in-game are NPCs (which goes to show that an NPC can also be controlled by a human). The kind of NPC that we don’t want to see in Wakfu is very specific: one who, whatever happens, will always be in the same place, repeating the same sentence to you, giving you the same quest and selling you the same thing. Here’s a typical example: The landlord behind the counter who tirelessly asks you "Hey boy! Fancy a beer? ", even when his property is being ransacked by invading enemies.The Protectors are more than just simple NPCs. They have a true identity, their behaviour is governed by an advanced AI. As well as bringing role-playing consistency to features such as Challenges, they act as the interface to several other features. The game’s momentum will be built around them thanks to their close links with the management of nations’ politics, territory conquests or the challenges they offer to players.To finish, here’s an exclusive look at the 4 female members of the Emelka Clan: Fervie Kal, Kéro Zen, Lora Ingalsse et Oksi GênéeWe will certainly go into more detail on the behaviour and personalities of the protectors at a later date, with a more complete introduction to the Protectors of Emelka.
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Osamodas Symbiote
Wednesday July 15, 2009 By Zidrune
It’s about time we told you about our progress on the latest version of the Osamodas Symbiote. The principle in this version remains the same, that is, that Osamodas can attempt to seduce creatures from the game world and make allies of them. Here’s how it works:Capturing a monsterTo capture monsters, Osamodas must use their seduction spell, which is a support spell, and so has five levels (0-4). The amount of monsters that can be caught at the same time depends on the level of the spell. At its most basic level, the spell allows one creature to be caught, with one extra creature becoming available per level of the spell, up to a maximum of 5. During a PvM battle, the Osamodas can try casting a seduction spell to finish the fight. First of all, the Osamodas must be capable of seducing another monster, according to how many have already been seduced and the level of the spell. Several other criteria will come into play: The monster‘s Health Points: the lower the monster’s HP, the more chance an Osa will have of capturing them. A monster with full HP will be almost impossible to capture.The monster‘s level : the higher the monster’s level, the harder it will be to capture. The monster‘s Will: during a capture attempt, the will of the monster and the will of the Osamoda are compared. If the Osamodas has more will, the capture will be easy, and vice-versa. These criteria combine to establish a probability of capture, so it is very important to take them into account when attempting this. Once the monster is captured and joined to the symbiote, it can be summoned in combat to help the Osamodas. Management of SymbioteYour symbiotes will now be stored in your inventory (keyboard shortcut “I”) and will be represented by a symbiote icon. Simply left click on the symbiote to open a window containing 5 pods. The greyed-out pods are unavailable. Pass your cursor over a creature to find out more about it, such as its name, it’s species, its HP and its max and min levels.A small colour graphic also helps you tell the creatures apart. Each monster family has a drawing of its own - on the screenshot, you can see “field plant”, "Tofu" and Gobball” creature types. The colour indicates the level of the monster compared to that of the Osamodas.Green: The creature is weaker than the playerOrange: The creature has a more or less equal level to the player.Open an option menu by clicking on a creature:Release the creature: Allows you to release a monster and create space in the symbiote.Rename the creature: Allows you to change your monsters’ names.View details of the creature: More information about the monster.Information about monstersPlayers can open the windows to compare all monster details. For now, the information is rather sketchy, but eventually, the player will see all the characteristics of a monster and its spells.Currently: AP, MP, WP, Initiative and willSummoning a monster in fight Once in combat, the Osamodas may call creatures they have previously captured using their Summoning spell. But watch out, like any other invocation, it must have enough points in Commandment. If the character has 5 creatures in its symbiote but only 2 points in Commandment, only 2 creatures can be summoned simultaneously.It’s easy to summon a creature: Just click on the Summoning spell shortcut to open the symbiote window. The player can then choose the creature they wish to summon, which will indicate the cells in the sphere of combat that are available. It would have to choose the box and start him. Once the creature invoked, its icon is grayed in the player can no longer summon the symbiote again, since it is in combat.Power of summonsTo balance the current overpowering of Osamodas when combined with their creatures, the new system varies the power of the monsters according to the number of summons in use. This system allows complete freedom for the player, who will have the choice to have a single powerful creature or several ‘smaller’ creatures in combat. The power varies as follows:1 creature in combat: 80% of damage and Health Points2 creatures: 60%3 creatures: 50%4 creatures: 33%5 creatures: 25%(These values may change.) So, when a player summons a first creature, it will have 80% of their HP and 80% of their damage. If the Osamodas summons another, they will both have 60%. At three, this will drop to 50%, etc… However, if the Osamodas has for example 3 creatures in play and one of them is killed, the other two will returned to 60%.Level of creaturesA captured creature can never be of a higher level than the Osamodas who summons it.For example, an Osamodas named Kerman is level 25. He goes into battle with a level 30 Gobball War Chief and manages to capture the Gobball. The creature will thereafter have a maximum level of 25 as a symbiot of Kerman.Symbiotes can still evolve once caught, however, and can reach a higher level than creatures in the ecosystem. However, the maximum level that a creature can reach depends on the creature itself. It is impossible to evolve a Tofu to level 200 for example. To take the example above: Kerman climbs to level 26. The warlord was captured at 25, but now it can also evolve to level 26, but no matter what, the warlord will never go above level 36.
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Tags : Osamodas, Symbiote
Wakfu 0.2 is at the door
Tuesday June 16, 2009 By Zidrune
Ah, my dear Wakfusians, my fingers are trembling! So much time has passed, and I’ve so many things to tell you! Wakfu is like the plant we’ve had ever since it was a seed, that we’ve cherished after planting, that we’ve marvelled at after each new bud, that we’ve worried about over each discoloured leaf, and that we hope will bear beautiful fruit. We find it somewhere sheltered and sunny, without being too warm, so that it can show off its magnificent flowers. Every day, we water it with love and….Alright! Stop! Enough with the poetic metaphors! I know full well that you’re eagerly looking for news, and we’ll do everything we can to provide it in this Devblog article.It’s no longer a secret: version 0.2 is nothing like version 0.1 (from now on, we’ll call them v2 and v1 respectively). Although the basics are the same, the vast majority of things have been revised. One part of the overhaul that immediately jumps out is, of course, the game’s graphics and its overall aesthetic. In fact, the entire interface has been changed, as have the visual effects of spells. These effects have led to the creation of many new APS (Ankama Particle System).The other big part of the overhaul is that the majority of the features currently in the game have been entirely rebuilt. As for the Beta test of v2, after deliberating, cogitating and digesting, we have decided to postpone it. While we wait for the joy that the launch of the new, long-awaited era of Beta testing will bring, here are plenty of pictures of the fierce development of the last 5 months! Thanks to Eskarina for her help writing this article.Chat Well, we have to start somewhere, so let’s start with the Chat interface, one of the most unassuming yet most used tools in the game! Its transformation is the result of all we are trying to achieve with v2: simplification and reduction. For Chat, that means an entirely new system of coloured filters. As well, tabs have been replaced by a pop-up menu that allows you to enter the name of a player directly to establish a private Chat with them.Shortcut BarThe new Shortcut Bar has been totally redesigned. Yes, we did just say “bar” and not “bars”. In effect, the two old interfaces have been brought together to form one new one. You’ll now be able to switch between Combat and World modes using the buttons on the left and add different types of actions and objects to them at your leisure. General Combat and HP menu The menu and the HP gauge have now been split. The HP indicator joins the new Wakfu/Stasis gauge and a new bar replaces the old interface (characteristics, spells, professions etc.) to which the ‘Menu’ button has been added (the two little ‘bolts’ on the far right). Essentially, the latter has been promoted and has deserted its old position next to the ‘Report a bug’ button to better integrate the large group of permanent interfaces. You’ll also notice that ‘Area Challenges’ have disappeared, taking a well-earned rest while awaiting a complete overhaul. Area information Even if the display itself hasn’t changed, you’ll notice two new icons corresponding to two new features: current Climate and the Wakfu of the area.MapFarewell Astrub ! We’re migrating to theAmakna Archipelago, a land ravaged by the Chaos of Ogrest where the inhabitants haven’t yet been able to rebuild their shattered lives. Four islands, linked by Zaap, are ready to welcome the disciples of the Twelve: Emelka, Ohm, Sevamor and Mork. The new map is no longer the simple overhead view you’re used to. Now it’s taken on a ‘genuine’ feel, and looks almost hand-drawn; as if you’ve sketched it yourself. You’ll still see available resources on it, and the ‘Locations’ and ‘Notes’ filters are still available to use, although they have a new look. Characteristic PageThere are lots of new things here as well. The Aptitudes and Mastery systems have been completely reorganised and this has led logically to the same thing happening to the characteristic page. For the time being, it’s still incomplete as there’s still some information to be added to it. We’re working hard to find a more ergonomic and better thought-out way of integrating this information. Missing at the moment, amongst other things, are the indispensable characteristics Prospecting, Mechanics and Willpower. Also, Titles and Biography are still to come (knowing, dear roleplayers, that you won’t forgive us if we leave them out).SpellsJust as the Characteristic page has been revised, the spell system has also drastically changed. The branching spell tree has been abandoned for a more compact version, with a direct view of the contents of the three Elemental branches, as well as ‘Support Aptitudes’ (temporary name). Inventory and ItemsNo great changes for the inventory itself. The interface has undergone the same changes as the others, as well as a small increase in the size of icons to aid visibility. Rolling-over items has been reorganised and is now more compact. This version is still not definite, however, and you can see a prototype of the next version by enlarging the picture. Professions Simplicity and ergonomics are the key words here. The Professions menu has become more modest and more intuitive. Harvesters no longer have any recipes. As a result, they are able to concentrate more on managing resources in their unrefined state: sowing, mowing, replanting…All the same, we didn’t want to lose the richness and diversity that is a result of this essential feature, so the crafting professions are now tasked with treating these resources. We still have a lot of recipes to create. It’s hard work…and it’s not as if we’re lacking imagination!Here, exclusively, is the Distill’o’matic, the alchemist’s trusty companion.Here’s some good news for our crafter friends; they won’t have to work 150-deep in a cramped hut anymore! Yep, from now on they too will be able to breathe that lovely, fresh air! We can hear you saying “you’re hiding something!”. Well, machines pollute, and so you’ll have to work hard at other disciplines to keep the environment clean and pure…unless the pestilent vapours inspire your crazy creations. So, enough of your cynicism, what follows should put your mind at rest.Recycler Here’s something new that’s quite significant! We’re delighted to present the new best friend of all Wakfuist (=supporter of Wakfu) craftsmen, also known as the ‘saviour of the ecosystem’, Ladies and Gentlemen, here is…the Recycler! This little beast will allow you not only to get rid of all your unwanted items, but also to ‘de-pollute’ the area. You can already guess how useful this is, not only to balance the negative effects of crafting machines, but also to boost your personal Wakfu gauge, depleted after so many hours bent over your tools! Community The old group icon in the Menu has now been replaced with a Community icon, which gives you access to numerous features.DirectoryThe Directory’s features have stayed the same, the only thing that has changed is the appearance of the interface. For each friend added to the Directory, it is now possible to:write a comment about them, invite them to join a fight, invite them to a private chat,read their biography.CalendarA completely new feature is available in the form of the Calendar! Its purpose is to help organise events by making them more accessible and to avoid having to use the forum to do so. The feature is simple and easy to use. It offers numerous possibilities, like being able to create events, and also for political broadcasts or organising Guild reunions etc. As well as a title and a description, players will be able to specify the duration of the event, decide if it should be private or not, limit the number of participants etc. GuildsPlenty of new machines are making an appearance, of which the biggest, the best, what am I saying, the indispensable, is the Guild’O’Matic! Yes, you read that correctly. Finally, you have the possibility to create your own guilds. As you’re about to find out, we’ve left nothing to chance. Forget all of your previous stuttering, exhausting, disappointing and irritating experiences with guild creation. Let yourself be guided by a machine that even my grandmother could use. The Guild’O’Matic is about finding a balance between “fast, easy creation” and “advanced personalisation”.You will be able to customise your guild’s coat of arms to your heart’s content, thanks to dozens of backgrounds and different icons, not forgetting the large colour palette available to you. After this step, you’ll have access to the Guild panel, which is clear and concise (you’ve noticed by now that concise is the word of the day!): This interface is a work-in-progress. It will inevitably change, but these few screenshots will give you an idea of the feature’s possibilities! Option MenuWe’re still working on v2’s Option Menu. You can already see some improvements though, most obviously aesthetically. The entire menu will be easier to read and will allow beginners to access the the game’s interface and its audiovisual options more easily. Character Creation/Birth Here’s the piece of the pie that most of you have been greedily waiting for – creating a character! This stage is central to the game for several reasons. Not only does it determine your experience of playing the game through your choice of class and the appearance of your avatar, but it’s also the window onto the game that makes you want to find out more about it straight away. If the process is more or less the same (choice of name, sex, hair and skin colour), the context in which it takes place is no less important to us. In this way, we’ve made a few subtle improvements that we think are essential. From now on, each class has its own background, like a diorama. You can also choose your starting nation from amongst several possibilities. Other similar additions will be made, but there are still a few things we want to keep secret! Another big change is that your character will no longer appear in the middle of nowhere when you create it, nor will it be revived in one of the Twelve’s Temples when it dies. With the desertion of Astrub, we’re leaving behind the temples as well. From the next Beta test, your character’s soul will be linked to a gateway specific to each class. They’re open to all, and so more accessible as a result, and we hope that plenty of community-based activities will grow up around them. We’re still considering a revised, improved mini-tutorial, as well.Haven BagHere’s another huge v2 change that’s more likely to feed your hunger for information than satisfy it. Prior to the update, the Haven Bag was as naked and sad as a retired bodybuilder. No longer! The next generation Haven Bag will be spacious, stylish, infinitely customisable, and above all, you’ll be able to decorate it to your taste! You can choose the layout of the rooms, one of which could, for example, have a clay floor and be dedicated to culture, the other reserved for your display cases, containing items for sale, etc. You will of course be able to control other people’s access to your cosy little nest. But you’ll see for yourself that the Haven Bag has plenty of other promising secrets hidden away.MarketplaceThe days of seeing Astrub awash with red carpets like a fridge door covered in post-it notes are long gone (these awful analogies should be long gone as well!). From now on, you’ll find real marketplaces dedicated to this essential activity! There’s a notice board at the centre of each marketplace, listing all the merchandise available, provided that each merchant has paid their fee to the state. Once you’ve found the item of your dreams, all that’s left is for you to visit the owner’s Haven Bag and grab it. For concerns about security, and so that buyers and browsers don’t end up in the same open Haven Bag at the same time, the Amakna council has imposed a minimum distance between two bags across the Archipelago. DungeonsWe’ve not really told you anything about Dungeons to maintain the surprise for the upcoming Beta test. Eight dungeons are finished, although they still need a few final touches to bring the gameplay up to the level we’d like. You’ll be able to discover one of them exclusively at AC#4! MinesTalking of exclusives, here’s another, and it’s not bad, either! Mines are finally available! Here’s a glimpse: APSYou must have had your fill of text by now, so to finish with something less wordy, and more beautiful, it’s our pleasure to present a small sample of the many different APS that have been created just for you! A big Thank You to Vliir for dazzling us with them.Cra:Ecaflip:Eniripsa:Feca:Iop:Pandawa:Sacrier:And finally, things we’re working on at the moment:Now that the majority of what’s been implemented has been revealed, here’s an outline of what we’re working on at the moment, and what we’re hoping to have in place for the Beta test :Refactoring the combat system, improving its layout and progression, and its interface;setting up an improved scrolling system that will avoid making people feel seasick;Improving the soundtrack; one of our biggest tasks: we want to improve the AI of monsters, to make them more lifelike and convincing. Thanks for staying with us to the end of this article. I hope this report made your mouth water (be careful, however, as your keyboard isn’t waterproof!). The new Wakfu is at the door, we just have to take one small step to let it in.
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Wakfu vs. Stasis
Friday June 05, 2009 By Zidrune
Yeeeeha ! My first post in the devblog! I’m blushing all over!Right, let’s be serious now, and get down to the business in hand. I’ve come to talk to you about recent developments and I know you’ve been waiting to hear about them for a while. We can’t wait to get your feedback as they’re subjects we care greatly about. As everything has to start somewhere, let’s start at the beginning. At the heart of Wakfu there are areas where the flora and fauna flourishes more-or-less peacefully. We’d noticed that the edges of these areas were rather quiet. Sometimes they sheltered little heavens-on-earth, earthly paradises created in minute detail by the inhabitants of Astrub, where monsters could live their cushy lives, their numbers only reduced by the occasional raid organized by those very same Astrubians. Back in Astrub, the sound of the wind in the trees had been replaced by the cries of travelling merchants going about their business. They used the resources they’d harvested to craft various objects. Hmmm. I don’t think I’ve forgotten anything. Yeah, so, all that is very nice, but what does it really change?Er, what? Ah, the ecosystem! You’re a real bunch of geniuses, aren’t you? Yes, the ecosystem. It’s the ‘little jewel’ we hand over to you that you can do whatever you want with. But ultimately, when I want to scythe down a field, or plant a bunch of seeds, or chase a group of monsters, I don’t really appreciate the impact I’m having. I’ve already received an ear bashing for chopping down too many trees (thank you anti-insult filter ?). I have an order of 15 Bundles I need to deliver this evening and I know there’s no way I’ll be able to! But hold on, weren’t we talking about an ecoSYSTEM? Yes, and like all systems, it has rules. We all know rules are there to be respected, or better still, broken…With harmony comes beauty !Keep in mind that each environment zone will include an indication of the balance of its ecosystem. This indicator, visible next to the name of the area, will vary from green to brown, from perfectly balanced to total chaos, according to these three factors:The balance between groups of monstersThe balance between groups of resourcesEnvironmental pollutionThere's work to do to balance this area, but it could be worse…To bring the species, animals and plants, into balance, you’ll need to pay attention to the gauges next to each group. The ‘W’ Wakfu symbol signifies balance. Two upward-pointing arrows next to Thistles, for example, means the area is full to bursting with thistles and they’re becoming intrusive. It’s possible to bring the area into balance by cutting down enough thistles, or hammer the final nail into the coffin by planting more thistles, and chop down all the remaining species while you’re at it if you need to make some room. Notice as well how the different environments change as you travel through them. Certain areas suit some species more than others. In the forest, for example, the presence of a huge field of wheat would completely destabilise the existing ecosystem! Later on, each area will be visible on a map, but I’m not going to tell you about how this map works, that’d be revealing too much! :p“ I can feel something changing …inside of me!”It starts at first with a strange sensation and a feeling of power and it finishes with a complete understanding of your chosen inclination, be it Wakfu or Stasis. Of course, I’m here to tell you about the ecosystem, and I still haven’t told you the most important bit (you might notice I even managed to gloss over pollution, well done me!). Through your actions in balancing the ecosystem, you start on the long journey that might eventually lead to a daunting achievement - the complete understanding of and investment in Wakfu or Stasis. The more you undertake to bring an area into balance, the more your understanding of Wakfu will grow. Conversely, the more you work to destabilise an area, the more Stasis will flow through you. Your inclination will be represented by the Wakfu/Stasis gauge, the pointer swinging between the bewitching blue of Wakfu and the enigmatic purple of Stasis.This gauge show you I'm in tune with my Wakfu Before undertaking any action (harvest, combat , craft…) that could change the balance of an area and, as a direct result, your Wakfu/Stasis gauge, the consequences of your action will be shown : Wakfu, Stasis, or no consequence.Representations of Wakfu and Stasis are even in the URM. Your inclination is not only a representation of your actions, it’s a complete philosophy that will gradually begin to make sense and guide your future actions. Some refer to it as ‘alignment’, and it will soon become synonymous with good vibes, social adherence, and even political choice.To correct a little ‘omission’: pollution.If earlier on I managed to avoid the topic of pollution, it was because this post is already long, and talking about pollution would make it much, much longer ^^. All I can tell you at the moment is that machines for crafting pollute the environment, and using those machines increases the Stasis of the crafter. Using recycling machines rids the environment of pollution and draws the player back towards Wakfu.I’ll stop there for the moment, but bear in mind we’ve got plenty of other ideas around how the levels of pollution could fluctuate. Likewise, to balance areas, we will inevitably talk about what governors can do, or the existence of a changing climate. Anyway, that brings us nicely onto something else…Don’t worry! It’s not the end yet!So, while I’m here I’m going to tell you a bit about what we’re developing at the moment (even if it is a little bit secret). From now on, I’m no longer going to argue the following points on the forums because they’re still open to big changes on our part. :pThe more you lean towards Wakfu, or towards Stasis, the more you will master them, and be able to develop special abilities as a result. You must unlock 2 levels in an inclination before you can unlock all the abilities in that inclination. Each level conveys 4 abilities. The last 4 abilities in each inclination are obviously the most powerful.Each ability belongs to a certain category. The first category concerns monsters specifically. It will give you mastery over the families of monsters present in the ecosystem, to balance them, to reorganise them or to destabilise and tarnish them. The second category, still concerning the ecosystem, will split between creatures found in earthly paradises, and monumental destroyers of resources. The third category will allow you to specialize in the finer details of your inclination and will increase your Wakfu or your Stasis in every area that touches them. With the help of the fourth category, your combat skills will be optimised according to your inclination.Pfft, I bet it doesn’t come for free !Well, no. You’ll need a little bit of condensed Wakfu, Wakfu crystals, to trigger these powers. But that’s yet another enormous topic to discuss. All you need to know for the moment is that a sacrifice has to be made to trigger the powers, which should be used in moderation (especially the big ones ?).Remember as well that you can always move back and forth between Wakfu and Stasis to keep a certain balance. That might seem stupid given what I’ve just told you, but think a little about what could happen when other players can see you’re more (or less) inclined towards Wakfu or Stasis than they are. It’s also possible that the conduct of opposing players towards each other will render unstable those areas where Wakfu and Stasis are in total conflict. Of course, staying neutral also means staying free of those problems.We hope that these powers, as well as being impressive, will on the one hand help the struggle towards balancing an area, and on the other hand address the challenges presented by PvP (see Zeorus’ post on the devblog) and running dungeons. Not only will you have the health of the entire ecosystem in your hands, but a strong advantage over other players. Initially the Wakfu/Stasis gauge will “only” allow you to use special, powerful objects. We will integrate these powers as soon as they are ready.One final ‘little’ thing…Above all else, I wanted this post to introduce you to the tools of your inclination as a Wakfu player. Now you’ve had time to digest all this information, I invite you to check out Daryl’s posts on the devblog to soak up the secrets of Wakfu and Stasis.Beta test players will be able to see my new post about interfaces. To limit the number of bewildered souls I will be explaining the new layout, the improvements made to them and their new functionality. I just need a bit of time to sort it out, with Bouillie’s help. Well, there you go. That’s the end of my post (I think I’m going to cry). I’d like to thank Zidrune for leaving me fill up the devblog with my ramblings and for letting me create this post for you. Thank you as well to Fry for having faithfully recreated my mugshot, David and Jérôme who I hassled and who gave me the interface apps in record time, Theturtle, my co-developer, and without whom none of this would have been possible (I’ve always dreamed of saying that). Finally, thanks to you for having continued to read this far! I hope to see you very soon.Talentyre
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I can already picture your face at the sight of this avatar… Talentyre is not posting today. What you must know is that Talentyre is extremely professional, and for his first DevBlog, he wants it to be perfect from every angle. So, while we wait for him to finish his 293rd check, here is a little surprise for you!On second thought, we must admit that you were right: one hundred beta-testers won’t be enough! So we’ve gone wild and decided to add up two zeros to that number! YES… YOU HAVE A GOOD VISION! We’re inviting 10,000 players to participate in the closed beta. We’ll certainly need all of you to test our brand new Wakfu and its new features.It will also be a good opportunity for us to see the impact of a great number of players on the ecosystem and, incidentally, check that our servers will keep up the charge! So keep an eye on your emails, your invitation could be arriving soon! The great migration to the Amakna archipelago will start on June 11!
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Tags : Closed Beta