Something I've always adored about WolfQuest is how much of it is based on active research and science. Where other animal sims tend to lean on most popularly available (usually outdated) assumptions, the WolfQuest team always seems to keep themselves informed on the most recent studies when they're making changes in the game. You guys are amazing, thank you for being so dedicated and hardworking on this project for so long!
Possibly at the end of a hunt, there could be like a little status report popup (maybe just like a normal notification) where it summarizes the hunt, what pups gained how much exp, etc. so the player doesn't have to take all of that in in the middle of the hunt
I like the bite icons not showing damage. It makes it easier to see the damage you’re causing and taking. Besides, you can tell how weak the elk is becoming via the red bar. It makes sense if the pups don’t have a damage number. I would experiment with different icons though. I could see it getting switched up with the lock-on icon for some!
Yeah, I feel like I'd get confused with the bite icon being so similar to when I'm trying to get in and bite. And our mates already don't show damage numbers, just health bars, and I think seeing that jump down in health is better than adding more numbers than one person can read (I commented an idea for viewing packmates' healthbars already, since they aren't on the wolf badge with your mate's heart)
Maybe the icon could be a side profile of a wolf's jaw instead of head on, so it conveys a similar meaning but are clearly different symbols. Could also do simple target icon in wq's UI palette maybe
@@Phantasmaphobic That would work really well I think! No mix-ups with your bite icon, perspective that it's another wolf biting, a cool new icon for people to enjoy...
Honestly, without context, I would vote the old game's bite icon, which is a side-profile. But Joymers's idea of "puppy bite" would be quite adorable! Especially in side profile with the round head and short muzzle.
Ive always loved wolves. they have been my main favorite animal for YEARS and I've always wanted to learn about them. the amount I've learned from WolfQuest alone is really awesome and i didn't even realize it was an educational game until a few months ago. this game will always be my absolute favorite wolf game and I'm super excited for the saga!
For me personally I don't think I'd care as much about how much Xp or damage the pups are gaining/dealing as much as their health. That's the one I'd be wanting to keep an eye on the most, and I'd be fine just checking how much XP they got at the end of the hunt in the pack info panel. Maybe instead of the little food bars over their heads you could have a health bar? and a warning sound if they get below a certain threshold of health Edit: EYY they actually added it! :D
I'm agree with that. I would prefer that there is no icon (we see which pup helps us during the hunt, since we keep an eye on them) and that we look at the xp acquired only via the Pack Panel. That’s enough for me. I think the icon breaks the immersion a bit, but it's just my opinion.
They're still the pups of the year, so their health still shows in the little pawprints on your Wolf Badge. Perhaps a pulsing flashing effect on one if that pup's health gets low enough to worry?
I think when the herd is gone is better, the same way you can't pee near a herd even if you've already made a kill (since the game won't let you mark territory during a "fight")
Ah, I would have a problem there, since I take the 'run them into the dirt' hunting tactic. The game often thinks I've left a hunt, even though I'm just following from a ways away.
i do like the idea of there being some visual indicator that a pup is biting and participating in the hunt, but maybe not something as invasive as the actual bite icon - i can see that being a bit distracting. maybe something simpler, like a plus icon? but i do also like to see how much exp my characters gain when doing an individual action, so i personally wouldn't mind seeing numbers. i love seeing the saga come together, i've been looking forward to these videos since i first started watching the devlogs!
Oo, maybe a green plus and a blue (like the exp bar in pack info he showed) plus, for damage done and exp, with a red minus for damage taken I think just symbols would be best though, players can't read all those numbers and their numbers at the same time, even if they didn't overlap and clutter and make it hard to see each other
@@mswolfy811 that could work, yeah! helps to differentiate between damage you're doing, damage you're taking, and exp gained but realistically yeah, a symbol would suffice BUUUT, they could also make it a setting! you would have the ability to pick and choose what numbers you see on screen
I love how much effort you guys have and are continuing to put into really making this science-based simulator game that actually incorporates evidence from studies to determine behavior and game mechanics. It takes a lot of effort to do that, and - at least in my experience - there aren’t many games that really focus on that attention to detail. I freaking love every bit of it!!!
I like that I tend to hunt more like a real wolf from Just the gameplay. Yeah, I see why they eat elk. Weak enough to kill, slow enough to catch reliably. I get why wolves might eat cows (So few herds on that corner of Lost River helps drive players to desperation I love it!) And why sometimes lethal is the only thing that works. I see why wolves would rather take a stamina fight with the damage/recoil ratios. Why beavers are more injury risk than calories (Now my glitch doesn't work well anymore, anyways). just,
Wow! I'm honestly in awe of how well the hunt participation analysis lines up with what you ideally want from gameplay! Given that the player is going to be the one you want to have the most agency, it really does work beautifully to have that be consistent with the parents being the one who engage in the most risk taking anyway! And I like the bullet point system for indicating a young hunter, it really makes those nametags stand out amidst the chaos. Man though, so many wolves... running around with a pack is going to be both breathtaking and absolutely chaotic, haha. I can't wait to see what stories we get to create in this new chapter of WolfQuest! As always, you guys are doing a phenomenal job, and I'm so excited to see what else you come up with.
My boyfriend just got this for me for my early 30th birthday gift. I played the original game when I was around 13-15 years old and am SUPER excited to be playing it again. I LOVE that it's being updated and it's still doing well. I can't wait to see what else you all have in store. Wishing you the best, thanks for all the memories 💙💙
That was actually something I was worried about for when the pups would go hunting too. I was worried it would become too overpowered so I'm glad you guys are being careful of that. I have a suggestion for if things are still too chaotic, maybe some kind of health check could be implemented for the pups for when they would back off. Lets say for example a pup keeps trying to attack an elk, if that pup falls to 25% or less health left, they would become more likely to stay back and less likely to attack the elk. This kinda mimics a self preservation instinct. This also takes care of any overpowering issue and helps lessen the amount of wolves running around.
I'm with the folks that are suggesting end of hunt report to check EXP. I play without the damage numbers being visible so having those bite icon/popups would just be distracting for me. I care more about tracking my pup's health than their damage ability so maybe there's a way to give the pups a health bar that shows up if they get hurt. There's already a notif that pops up when you or your mate take serious injury, so the same could still happen if one of your pups suddenly takes a serious injury.
The pup health is already displayed in the Wolf Badge as those little pawprints. They can be a little hard to read though, so I felt to expand on your idea by using the full set of prompts and slash icons for when a pup gets injured as when your mate does, and low health be indicated by a pulse effect on that pup's pawprint. Similar to the territory or predator icons. That'll keep it minimalist and unintrusive, while still calling your attention to a developing problem. (Your yearlings and adult subordinates should be smart enough to fall back, but as anyone with a very bold mate knows that's not always true.) I also like the idea of putting the report in the Pack Info pane so it doesn't interrupt you, and just have a popup hint telling players it's there after the first hunt.
@FerralVideo the pawprints are for pups back at the den, not your older pups. They said they still trying to figure out how to place info for the yearlings and subordinates
@@lucadev985 Fair enough. I thought the "pups of the year" were in paw prints, including the ones learning to hunt with you as Young Hunters (bullet points by their names in the vid). You make a good point about the older packmates though. I look forward to seeing how they solve it.
I've only played this game with a friend, it's not really my thing. But I very much admire what you guys are doing. The way you're producing these update videos and how you present them is so honest, and the way you explain why you implement a feature is so interesting. I think a lot of games, big and small, need these sorts of videos. In the age where the dev and players could be so close but aren't, this sort of thing is really refreshing.
When I thought about them including XP points in AE this is not what I thought they'd do, but it's interesting to see how it'll function with so many wolves. Can't wait to try it out!
Ohh I like this idea. Even if it's just a toggle per wolf of showing as your pack color (like the hexes) or the default color. Great if you wanna up visibility on specific pack members like your favorite kids or the yearlings
I actually love the look of all the little bite icons!!! It really gives me the vibe of all my packmates/kids being in the hunt together, piling on. I get what people are saying about getting confused with their own bite icon, though. Maybe a slightly altered "puppy bite" icon of some kind? That sounds both cute and really immersive!
I think a really cool thing to add, is the pups following you and your mate by example. If youre aggressive in the hunt it should put points towards boldness. If youre a cautious hunter who plays the long game then they should put points towards that sort of behavior
I love the idea of the bite icons showing when theyre latched on! I think putting a different decal, like a wolf head with its jaws open would be a good indicator, and the damage text in front of it, maybe in a different size or slightly different color than the player's. That way it will be easier to see what's going on
What if the health bar for prey/competitors had a small version over each packmate's head, possibly with a second row below added for xp. Only visible if they've taken damage so it's not just clutter on a healthy pack while you travel. There could be a setting to toggle it per packmate in the pack info, so each player can customize it to show just yearlings, just subs, just your mate, specific wolves you wanna keep an eye on, etc, or show all/none.
I love this video! Seeing them on the move and hunting together as a pack really made my day. Seeing so many subordinates and yearlings out with mom and dad learning how to hunt really brings the game to life even more. I appreciate you guys including the clips of the research and telling us about the data found. I’ve learned so much through you guys. Thank you! I can’t until saga is available.
I mean hey, it might still be a while but I think getting hopes up for next couple quarters is pretty reasonable! I'd be ecstatic if it managed to release by my July birthday, which idk if that's likely but it's looking possible :D (quarter= 3 month section of year, for ref to anyone needing reminder)
It would be interesting to be able to utilize emotes while running/hunting, in a way to “tell” the other packmates what to do (ie. wait, charge, attack, etc). Interesting that they discovered big packs of hunters will do less work if the breeder pair is there. I wonder if that will affect the AI of the subordinate wolves if they decide to go hunting on their own.
Yeah, like if you're in a hunt (same system to prevent marking during a fight) then woofing will make them back off to observe instead of going all the way home, or if the T2/T4 tail gestures (straight out and raised up) could signal Observe/Attack, respectively
Oh, this is so exciting! I love learning how wolves think! And it makes so much sense that they aren't like us, players, who often hunt for fun. They're just trying to survive and feed the family!
I'm so excited for the saga!! ❤ I've been playing WolfQuest since it first came out, but I never imagined the game growing into this one day. I have a low-end device right now that can only run WolfQuest without issues on low and medium graphics quality, but even still, it's a huge step up from WolfQuest Classic. As a kid, I never imagined I would ever be seeing WolfQuest like this. I can't wait for the saga update! 🐺🌹❤
I'm going to agree with the suggestion of a "post-hunt summary" showing how much experience the pups gained. Maybe as a little pop-up banner at the bottom of the screen that says "Hunt Summary now available" or something of that nature so you don't *have* to engage with it, but it's there if you want it. On the other hand, while it's something I might be interested in the first few times I hunt with the pups, odds are good that I'll end up ignoring it and check in on their overall XP gain intermittently instead so the pop-up might just be cumbersome. I'm not a big fan of the idea of indicators during the hunt showing when the pups are biting because, frankly, I know I won't care all that much. If it was something I could affect, like encouraging them to bite the elk, then I would probably use it, but since it isn't... it mostly just seems cluttered to me. Again, I'd much rather check a summary after the fact and focus on what's actually happening in the moment. I mean, the goal is to bring down the elk, right? Not stalk how much XP the pups are raking up.
Been playing this game since 2011/2012 and fell out of it for a while - Came back to see such involved and awesome devs hard at work to improve on the old experience!! Soon as I saw that, I dropped everything to buy the Anniversary edition to help support their edutainment efforts. Love the dev blogs, and I especially love how far the game has come since I originally played
Maybe when you check in on the pack stats after a hunt some sort of minimal animation-like a pulsing glowing outline or a visible bar movement up (or a combination of both) can indicate which yearling had earned some experience progression from the previous hunt. That way it minimizes the main gameplay screen from getting too busy or potentially laggy during an already chaotic hunt, and makes for an easier and more streamlined way for players to recognize and be shown the progression afterward (and hopefully means you can go without needing yet another explanation pop-up for the new bite icon meanings when your pups start hunting too. Seeing it play out in pack stats after the fact, I would imagine, will be pretty self explanatory for what it’s trying to tell you.)
Dude! This is literally reminding me of my childhood! I had a mobile WolfQuest game and I still have it! But sadly I am not able to play on the computer version of the game! It would be sooooo cool on mobile but actually, amazing game you have created so many childhoods with WolfQuest!
Oh that paper you talked about sounds fascinating! If I'm understanding things correctly, maybe the yearling wolves can helpful in detecting the health of the herd? Their lil bites can reveal health to help us decide who's the best target. This part of the saga is definitely looking like a CHALLENGE to make and I'm grateful for everyone's hard work. Keep it up, and take the time needed to get this at an acceptable point!
5:17 I think another great addition that could be added is when a pack member latches onto the prey, the place it has latched onto gets highlighted, either by one of those red dots that often indicates injury or the bite icon itself? In my opinion this would make it alot easier to see how many wolves are on the prey, and where they are, considering its a very chaotic enviroment as wolf hunts are. Cant wait for this update, super stoked!
I remember years ago when you could only get your pups to the next safe place and that was the end. Couldnt have the pups grow any bigger. Im glad you guys are still working on this game
A few times on the classic lost river map, I've gone for a pack mate and end up finding a courtable male surrounded by his family. I love how that happens, because even if others role up on me, they're not instantly hostile unless I growl or howl. I don't know if it's a bug or not, but I love that they happen like that
Wolfquest's devblogs always makes my day better. And not only because I see the progress team made, but because these videos are very informative. I never would knew anything the narrator (sorry, don't know who is that ;;) said without these videos! I just really love that you can learn a lot from the game and from the official videos. This game and it's team is majestic, thank you for everything you are doing
I feel like the bite mark for each pup is a good idea, but if you kept the bite mark icon maybe change it to yellow or orange to not confuse it with the player's bite mark. I love all the progress going on with the game, and I'm excited for more updates!
I love the passion in this game as well as in each upload, ya'll are doing amazing work. I remember watching old wolf quest videos a long time ago back when I was younger but then never hearing about it for ages until this year where I thought, "I wonder how it's doing" and boy was I not disappointed. Good luck team and I'm excited to see what ya'll have in store next!
Awesome! Can definitely see the difficulties in making the hunting experience managable with so many wolves. I'm glad you're all taking the time to iron that out!
It has been one of my dreams since I first started playing Wolf Quest 5 years ago to be able to run with multiple wolves. I’m so unbelievably excited for the Saga!!
Wow, I really like how much your team thinks about the user's experience while interacting with these mechanics. Can't wait to watch my pups grow up to be lil fluffy badasses
you could always do a small log window at the bottom left similar to ffxiv does it, so it will show one main body of text and you can select different tabs for different ones e.g the main one is exp given and to who and another might be damage related etc. If you want to differentiate wolves in the pack try different colour name tags depending on what role they fill. You could always have players choose if they want to have this sort of effect or not. Some players might want to see the bite effect but others like myself wont it all depends and might be a good idea to have a settings to toggle these things.
Suggestions, 1. Could wolves participating in the Four during the hunt gain a profile in the HUD along the top left with a just a health bar/heart, and for wolves needing EXP also an EXP bar/star? Or 2. Being able to select and pin maybe two or three wolves name, health and EXP to the top left. 3. Could be to keep the red paw prints for the health of the yearlings but add an extra icon like a star slightly overlapping that flashes gold when a yearling gains EXP. It could mean adjusting the top left a little to accommodate.
what might be helpful is, during a hunt, all present wolves have paw prints (maybe not where the pups are, maybe in a line down the right?) where we can see the health status easily. maybe the bite mark pops up next to their heart to signal which/how many wolves are biting. I also saw somebody mention a sound. maybe if they're 25% health or lower, a sound plays and a pop up (exclamation mark?) appears near their paw print.
I do like the bite symbols for showing where the wolves are latched, and i think as pups health decreases, they should be more likely to hold back in the hunt. For easier game modes, i think this is all the wolves really need to survive the hunts frequently, but for us accurate players, the struggle will be real, and managing the yearling health seems like a real possibility, I think giving the pups an "aura" when they're sighted over to indicate low health. perhaps at abt 30-40% health the pups will begin to glow softly red, which grows in intensity as they drop lower. i'd like to think of it as a Smell of blood, situation over having a visible health bar like the elk do (where for some of us who keep 6-8 pups alive each year that can get intense especially on the 2nd or 3rd game year onwards, where you may end up with nearly 14 other wolves, assuming a cap isn't in play) what we really need at this point is for the targeting of other wolves to focus, since a lot of them are wasting their energies attacking other elk in the herd, although this loses its problem once you've singled out your elk and the rest of the herd is fled, i can see it causing a lot of quick issues with young pups and early hunts in accurate, wasting both their stamina and health on elk that will not be part of the pursuit.
I personally really like the bite icons ! its just they look kind of similar to the icons that the player has to bite the target, but I think thats a really good way to tell who is biting :).
This feature of being able to watch your pups grow up to adults has been a dream of mine since i started playing over 10 years ago!! So excited for what this game has become, and is becoming. Amazing job to the creators!
My best friend and I used to always play 2.7 on mobile together in middleschool, and now we’re both adults and we’ve been playing anniversary edition together getting hyped for the upcoming saga :]
things are looking so good!!! i love how there are some elements that make the game easier, while other elements even it out for balanced gameplay. i'm so excited for the saga to release. its small updates like these that make my day ❤
Love this! I just wanna post a suggestion, so I remember. While most the time, pups disperse, it’d be nice if on rare chance, your eldest male or female pup took over (depending on your gender) when you died. It’d be fun to see how long you could keep that pack’s lineage going. I also still wanna suggest that we should be able to court a pack leader if their mate dies or is killed because in the wild, if one of their mates dies, they either try their best to carry on with their pups or wait for a dispersal to come around. I think it’d be a nice challenge for players and a good test for the saga. Right now, I’ve been told it’s a bug if you can court one and shouldn’t be able anymore but I highly suggest for players you rethink. Love the game either way!! ❤
Heck, I think it could be fun if they try to take over the pack sometimes too! Maybe a successful coup would put you into a mode like MP Pack life or something where the breeding pair leaves to have their pups in spring and you just hang out with your yearlings and become a subordinate. Assuming, of course, it's how real wolves roll.
Absolutely love this! And such interesting science bits to top it off! Also, I have an idea fpr the hunting with yearlings: I agree that there's a lot going on and a lot to take in, so given the core aspects a player should keep an eye on - elk health, XP for the younglings, own health and health of pack mates - I think the focus should be on those. Elk health (aka hunt progress) and own health are already covered. I like the biting icon to indicate that the young ones are biting (so players know that they do gain experience) and think that's implemented nicely already. For the health of other pack members, maybe a larger amount of damage taken or injuries (anything that would lead a wolf to let go of the elk) could be indicated with like squiggly lines (similar as in comics) that pop up quickly. If a wolf is low on health or takes a large amount of damage (or injury), the lines could be red to warn players to keep an eye on that wolf or that it might be time to call the pups back. This would be a visual indicator without cluttering an already very engaging scene too much :)
Very exciting stuff! I'm always hyped to see updates to your progress, especially ones as big as this! I agree with changing the bite icon indicating a packmate is biting the elk to something different to our lock on icon. They're very similar and in the heat of the Hunt might be confusing. Someone suggested a side profile of a snapping wolf head which I like. Someone also mentioned having a little pop up after the hunt with a quick summary of exp and such which could be interesting. I think that keeping the screen free of clutter like XP gain and health loss for pups and such would be best. So long as we can see our packmate health somewhere, just like our mates. So we can check and back off if needed. Adding more icons to the middle of the hint might get overwhelming very quickly
as someone who is easily overwhelmed with too much movement, seeing all those red bite icons floating around would just confuse me and drive me wild :') my suggestion: temporary bars on the side, maybe below the player wolf's ones, with the name of the pup, their health bar, and maybe an XP bar too. No icons or doodads, just plain, simple bars and a name so its hopefully not overly intrusive or overwhelming. These would only be there for the duration of the hunt and show only those currently in the hunt. It would all disappear when a hunt is finished/cancelled. It would have to be relatively small though, and maybe slightly customizable for accessibility (size of the bars, whether theyre visible at all, etc) hope that helps! ❤
Now my question is... When my pups fully grow up do they automatickly dispers or there's going to be a option just like in family tree they grow up you got a snapshot of the family tree and you can go there and dispers that grown up pup and play as them 👀 I know in WQ theere's going to be a pack member limit (for example) you can have 10 pack members in the pack so lets make this into simple example you have 11 wolves but you can only have just 10/10 members in the pack so the 11th grown up doesn't stay in your pack cuz the pack is full instead it stays in your family tree.
I was thinking, a good way to fix the xp indicator problem would be to give a small summary of the xp gained after a hunt in the tab window. Rather than get real-time indicators that might distract or cover up the screen, the player can view how much xp their pups got in total after the hunt is over. It helps them focus more on the hunt and review their performance in a time they can catch their breath
I'd love if risk-taking during the hunt were tied to the boldness personality metric! i.e. Bolder pups will join in sooner while cautious pups will take longer to start biting, bolder pups will stick it out longer when the hunt turns dangerous while the cautious ones drop out sooner I think the game might also benefit from making elk progressively harder to hunt, at least from year 0 to year 1. They need to be easy enough for us to survive at all when it's our very first year, but I've had the multiple mates glitch before-- elk hunts are a PIECE OF CAKE once you have even 3 adult wolves (I do play on Accurate). The playing field might need some leveling when we have a pack helping us. So maybe elk can stay the way they are currently, UNTIL the fall/winter of our first litter, at which point they require more damage to take down?
So excited! I love the idea of maybe being able to recall your pups with a vocal mid hunt? I love the idea of the XP system aswell. Looking forward to future updates!
Excited for this update. I really wanted my pups to stay around and help with hunting and warding off territory fights through pack size intimidation (not so much fighting other wolves cause I don't want them to get hurt). Any bonus damage in a hunt is good enough. I like the attention to research on wolf pack hunting too.
It’d be useful to have a permanent UI healthbar at the top for all of the wolves- the pups have paw prints, but the yearlings should have a different shape, as well as the subordinates. My first thought is circles and squares, but any shape works as long as it’s simple and small enough
I'm prepared to embrace the chaos. I'm fine with not knowing exactly what the rest of the pack is doing while hunting. It makes sense that you'd get a bit of tunnel vision and only really know exactly what happened at the end.
When wolfquest posts. You drop everything.
what i just did
I literally stopped everything I was doing 😂
That's what I did too
Yes.
Fr.. I was playing WolfQuest and as soon as I saw the notification on my phone I dropped my headphones almost immediately and snatched my phone 😂
Something I've always adored about WolfQuest is how much of it is based on active research and science. Where other animal sims tend to lean on most popularly available (usually outdated) assumptions, the WolfQuest team always seems to keep themselves informed on the most recent studies when they're making changes in the game. You guys are amazing, thank you for being so dedicated and hardworking on this project for so long!
Possibly at the end of a hunt, there could be like a little status report popup (maybe just like a normal notification) where it summarizes the hunt, what pups gained how much exp, etc. so the player doesn't have to take all of that in in the middle of the hunt
or something appearing above the pup's head (similar to food meter) showing their experience? Fuller the better?
I was sorta the same thing but the xp in on the stats instead of like a pop-up, just so we don't need to remember?
I honestly feel like I would get enough information just from the XP bar in the pack info menu, I don’t see myself paying attention to anything else
I think putting a "last hunt" summary in the pack info would be a good compromise, just with a brief popup advising the player that it's there.
YEAHH! That would be really cool!
I like the bite icons not showing damage. It makes it easier to see the damage you’re causing and taking. Besides, you can tell how weak the elk is becoming via the red bar. It makes sense if the pups don’t have a damage number.
I would experiment with different icons though. I could see it getting switched up with the lock-on icon for some!
Yeah, I feel like I'd get confused with the bite icon being so similar to when I'm trying to get in and bite.
And our mates already don't show damage numbers, just health bars, and I think seeing that jump down in health is better than adding more numbers than one person can read (I commented an idea for viewing packmates' healthbars already, since they aren't on the wolf badge with your mate's heart)
Maybe the icon could be a side profile of a wolf's jaw instead of head on, so it conveys a similar meaning but are clearly different symbols. Could also do simple target icon in wq's UI palette maybe
@@Phantasmaphobic That would work really well I think! No mix-ups with your bite icon, perspective that it's another wolf biting, a cool new icon for people to enjoy...
I love the idea of a "puppy bite" icon! I think the look of all those icons together is so cool
Honestly, without context, I would vote the old game's bite icon, which is a side-profile.
But Joymers's idea of "puppy bite" would be quite adorable! Especially in side profile with the round head and short muzzle.
Ive always loved wolves. they have been my main favorite animal for YEARS and I've always wanted to learn about them. the amount I've learned from WolfQuest alone is really awesome and i didn't even realize it was an educational game until a few months ago. this game will always be my absolute favorite wolf game and I'm super excited for the saga!
Thank you so much!
@WolfQuestGame keep up with the hard work! I love your game
@@WolfQuestGamehey I’m super excited for the saga for WolfQuest
@@WolfQuestGamefor real , was a kid till grown up now 19
mine to that is why i have the game🤩
WolfQuest is like that one dad. Comes, makes us happy for 3-15 minutes, leaves, and we never hear from them again until next time.
oof
For me personally I don't think I'd care as much about how much Xp or damage the pups are gaining/dealing as much as their health. That's the one I'd be wanting to keep an eye on the most, and I'd be fine just checking how much XP they got at the end of the hunt in the pack info panel. Maybe instead of the little food bars over their heads you could have a health bar? and a warning sound if they get below a certain threshold of health
Edit: EYY they actually added it! :D
absolutely. the main focus of this part of the game is keeping your pups alive, so I think a health bar/notification would make the most sense!
I'm agree with that. I would prefer that there is no icon (we see which pup helps us during the hunt, since we keep an eye on them) and that we look at the xp acquired only via the Pack Panel. That’s enough for me. I think the icon breaks the immersion a bit, but it's just my opinion.
They're still the pups of the year, so their health still shows in the little pawprints on your Wolf Badge.
Perhaps a pulsing flashing effect on one if that pup's health gets low enough to worry?
This is definitely how I feel as well, I don’t need that much information
I feel like having both could be helpful, like how competition have the fight and flight bars, but for pups it's hunger and health
i think rather then having the exp show DURING the hunt, it could pop at the very end, either when the elk falls or when u leave the herd behind
I think when the herd is gone is better, the same way you can't pee near a herd even if you've already made a kill (since the game won't let you mark territory during a "fight")
Ah, I would have a problem there, since I take the 'run them into the dirt' hunting tactic. The game often thinks I've left a hunt, even though I'm just following from a ways away.
What if, and hear me out, the EXP shows up while you sleep? I feel like your pups will still need sleep too so you’ll need to anyways.
Everyone wake up!!! WolfQuest posted an update!! ❤❤
- Leaps out of bed - What's happening??😮
Ouuu we should play together!
Mobile or pc
I have both
😊
@@Mary-mc4xf pc
I actually really like a chaotic nature of the hunting that you showed. Makes it a little harder but in a fun way.
i do like the idea of there being some visual indicator that a pup is biting and participating in the hunt, but maybe not something as invasive as the actual bite icon - i can see that being a bit distracting. maybe something simpler, like a plus icon? but i do also like to see how much exp my characters gain when doing an individual action, so i personally wouldn't mind seeing numbers. i love seeing the saga come together, i've been looking forward to these videos since i first started watching the devlogs!
Oo, maybe a green plus and a blue (like the exp bar in pack info he showed) plus, for damage done and exp, with a red minus for damage taken
I think just symbols would be best though, players can't read all those numbers and their numbers at the same time, even if they didn't overlap and clutter and make it hard to see each other
@@mswolfy811 that could work, yeah! helps to differentiate between damage you're doing, damage you're taking, and exp gained
but realistically yeah, a symbol would suffice
BUUUT, they could also make it a setting! you would have the ability to pick and choose what numbers you see on screen
Me too
I love how much effort you guys have and are continuing to put into really making this science-based simulator game that actually incorporates evidence from studies to determine behavior and game mechanics. It takes a lot of effort to do that, and - at least in my experience - there aren’t many games that really focus on that attention to detail. I freaking love every bit of it!!!
I like that I tend to hunt more like a real wolf from Just the gameplay. Yeah, I see why they eat elk. Weak enough to kill, slow enough to catch reliably. I get why wolves might eat cows (So few herds on that corner of Lost River helps drive players to desperation I love it!) And why sometimes lethal is the only thing that works. I see why wolves would rather take a stamina fight with the damage/recoil ratios. Why beavers are more injury risk than calories (Now my glitch doesn't work well anymore, anyways). just,
Wow! I'm honestly in awe of how well the hunt participation analysis lines up with what you ideally want from gameplay! Given that the player is going to be the one you want to have the most agency, it really does work beautifully to have that be consistent with the parents being the one who engage in the most risk taking anyway! And I like the bullet point system for indicating a young hunter, it really makes those nametags stand out amidst the chaos. Man though, so many wolves... running around with a pack is going to be both breathtaking and absolutely chaotic, haha.
I can't wait to see what stories we get to create in this new chapter of WolfQuest! As always, you guys are doing a phenomenal job, and I'm so excited to see what else you come up with.
Hey jayplays I really love your WolfQuest videos and super excited for the new stuff for WolfQuest
My boyfriend just got this for me for my early 30th birthday gift. I played the original game when I was around 13-15 years old and am SUPER excited to be playing it again. I LOVE that it's being updated and it's still doing well. I can't wait to see what else you all have in store. Wishing you the best, thanks for all the memories 💙💙
this is so adorable 🥹
Okay so I’m not the oldest WQ fan & player lol
@@1ChuckFrmDaLand Haha nope, there's some oldies out there (me included)
same, 29 this year- been playing for over a decade haha
@@MyraDuffyPhotographyPhoto me too lol
Saga is going to go crazy, I cannot wait!
Who else is exited for the saga? 👇
I plan on making a whole YT series out of it once it's released, I'm that excited!
Me but unfortunately i have too buy it oh well I can always watch others play the game
Me too!
That was actually something I was worried about for when the pups would go hunting too. I was worried it would become too overpowered so I'm glad you guys are being careful of that. I have a suggestion for if things are still too chaotic, maybe some kind of health check could be implemented for the pups for when they would back off. Lets say for example a pup keeps trying to attack an elk, if that pup falls to 25% or less health left, they would become more likely to stay back and less likely to attack the elk. This kinda mimics a self preservation instinct. This also takes care of any overpowering issue and helps lessen the amount of wolves running around.
my ankle's in a cast and I'm sick, so I've been playing WQ AE non-stop for the past week. Thank you for the food!
I'm with the folks that are suggesting end of hunt report to check EXP. I play without the damage numbers being visible so having those bite icon/popups would just be distracting for me. I care more about tracking my pup's health than their damage ability so maybe there's a way to give the pups a health bar that shows up if they get hurt. There's already a notif that pops up when you or your mate take serious injury, so the same could still happen if one of your pups suddenly takes a serious injury.
The pup health is already displayed in the Wolf Badge as those little pawprints.
They can be a little hard to read though, so I felt to expand on your idea by using the full set of prompts and slash icons for when a pup gets injured as when your mate does, and low health be indicated by a pulse effect on that pup's pawprint. Similar to the territory or predator icons.
That'll keep it minimalist and unintrusive, while still calling your attention to a developing problem. (Your yearlings and adult subordinates should be smart enough to fall back, but as anyone with a very bold mate knows that's not always true.)
I also like the idea of putting the report in the Pack Info pane so it doesn't interrupt you, and just have a popup hint telling players it's there after the first hunt.
@FerralVideo the pawprints are for pups back at the den, not your older pups. They said they still trying to figure out how to place info for the yearlings and subordinates
@@lucadev985 Fair enough. I thought the "pups of the year" were in paw prints, including the ones learning to hunt with you as Young Hunters (bullet points by their names in the vid).
You make a good point about the older packmates though. I look forward to seeing how they solve it.
I can't wait till they release the saga date
They don't release dates
@@PoloWolf47 I know I've been apart of the community and had games for years.
@@PoloWolf47 I'm saying I'm excited for when they announce that they're releasing it.
@@Aari4U ohh you mean they announce it's ready?
@@PoloWolf47 yes haya
Always love these update videos! Thanks for making my day, Wolfquest!!
I was having a rough day. Watching this makes me feel so much better. Thanks devs
I hope your day gets even better after this! ❤
I clicked on this video so fast. I'm so excited for the Saga!
I clicked so fast! Thank you guys for the great stuff!!
I've only played this game with a friend, it's not really my thing. But I very much admire what you guys are doing. The way you're producing these update videos and how you present them is so honest, and the way you explain why you implement a feature is so interesting. I think a lot of games, big and small, need these sorts of videos. In the age where the dev and players could be so close but aren't, this sort of thing is really refreshing.
When I thought about them including XP points in AE this is not what I thought they'd do, but it's interesting to see how it'll function with so many wolves. Can't wait to try it out!
Maybe we can color the pups names so we can see a differents between your mate and your yearlings
Ohh I like this idea. Even if it's just a toggle per wolf of showing as your pack color (like the hexes) or the default color. Great if you wanna up visibility on specific pack members like your favorite kids or the yearlings
I actually love the look of all the little bite icons!!! It really gives me the vibe of all my packmates/kids being in the hunt together, piling on. I get what people are saying about getting confused with their own bite icon, though. Maybe a slightly altered "puppy bite" icon of some kind? That sounds both cute and really immersive!
I did 6 pushups today. I know that isn't much, but it's a milestone for me. I'm a fatto, and this is good progress!
I think a really cool thing to add, is the pups following you and your mate by example. If youre aggressive in the hunt it should put points towards boldness. If youre a cautious hunter who plays the long game then they should put points towards that sort of behavior
I love the idea of the bite icons showing when theyre latched on! I think putting a different decal, like a wolf head with its jaws open would be a good indicator, and the damage text in front of it, maybe in a different size or slightly different color than the player's. That way it will be easier to see what's going on
What if the health bar for prey/competitors had a small version over each packmate's head, possibly with a second row below added for xp. Only visible if they've taken damage so it's not just clutter on a healthy pack while you travel.
There could be a setting to toggle it per packmate in the pack info, so each player can customize it to show just yearlings, just subs, just your mate, specific wolves you wanna keep an eye on, etc, or show all/none.
I love this video! Seeing them on the move and hunting together as a pack really made my day. Seeing so many subordinates and yearlings out with mom and dad learning how to hunt really brings the game to life even more. I appreciate you guys including the clips of the research and telling us about the data found. I’ve learned so much through you guys. Thank you! I can’t until saga is available.
YES WOLFQUEST POSTED
I am in bed sick and this was what i needed.
I had hoped saga would be released today or tomorrow but that seems unlike
I mean hey, it might still be a while but I think getting hopes up for next couple quarters is pretty reasonable! I'd be ecstatic if it managed to release by my July birthday, which idk if that's likely but it's looking possible :D
(quarter= 3 month section of year, for ref to anyone needing reminder)
@mswolfy811 ye you can always hope
I am so god-damn happy to see how this game is coming along, thank you wolf quest for this amazing game
It would be interesting to be able to utilize emotes while running/hunting, in a way to “tell” the other packmates what to do (ie. wait, charge, attack, etc). Interesting that they discovered big packs of hunters will do less work if the breeder pair is there. I wonder if that will affect the AI of the subordinate wolves if they decide to go hunting on their own.
Yeah, like if you're in a hunt (same system to prevent marking during a fight) then woofing will make them back off to observe instead of going all the way home, or if the T2/T4 tail gestures (straight out and raised up) could signal Observe/Attack, respectively
Oh, this is so exciting! I love learning how wolves think! And it makes so much sense that they aren't like us, players, who often hunt for fun. They're just trying to survive and feed the family!
I'm so excited for the saga!! ❤ I've been playing WolfQuest since it first came out, but I never imagined the game growing into this one day. I have a low-end device right now that can only run WolfQuest without issues on low and medium graphics quality, but even still, it's a huge step up from WolfQuest Classic. As a kid, I never imagined I would ever be seeing WolfQuest like this. I can't wait for the saga update! 🐺🌹❤
that one pup doing handstands at 4:58 LOL
HELP I JIST NOTICED THAT 😭Dudes moonwalking on his hands while hunting?! Crazy talent
@@ARTHURMORGANRAHHH intimidation tactic
I`ll just clap for that work 👏👏👏👏👏
so in love with the progress for this game!
I am so excited for yearlings! Finally being able o have a actual wolf pack will be awesome. Hope they come soon.
I just realized...
At 5:01 Did a pup just tumble?! XD fell face-first into the dirt while the parent ran through its trajectory.
Probably a glitch, a very funny glitch lmao!!
I'm going to agree with the suggestion of a "post-hunt summary" showing how much experience the pups gained. Maybe as a little pop-up banner at the bottom of the screen that says "Hunt Summary now available" or something of that nature so you don't *have* to engage with it, but it's there if you want it.
On the other hand, while it's something I might be interested in the first few times I hunt with the pups, odds are good that I'll end up ignoring it and check in on their overall XP gain intermittently instead so the pop-up might just be cumbersome.
I'm not a big fan of the idea of indicators during the hunt showing when the pups are biting because, frankly, I know I won't care all that much. If it was something I could affect, like encouraging them to bite the elk, then I would probably use it, but since it isn't... it mostly just seems cluttered to me. Again, I'd much rather check a summary after the fact and focus on what's actually happening in the moment. I mean, the goal is to bring down the elk, right? Not stalk how much XP the pups are raking up.
Been playing this game since 2011/2012 and fell out of it for a while - Came back to see such involved and awesome devs hard at work to improve on the old experience!! Soon as I saw that, I dropped everything to buy the Anniversary edition to help support their edutainment efforts. Love the dev blogs, and I especially love how far the game has come since I originally played
Im so excited I am finally installing Wolf Quest 3 soon on a non-laggy computer!!!
Maybe when you check in on the pack stats after a hunt some sort of minimal animation-like a pulsing glowing outline or a visible bar movement up (or a combination of both) can indicate which yearling had earned some experience progression from the previous hunt.
That way it minimizes the main gameplay screen from getting too busy or potentially laggy during an already chaotic hunt, and makes for an easier and more streamlined way for players to recognize and be shown the progression afterward (and hopefully means you can go without needing yet another explanation pop-up for the new bite icon meanings when your pups start hunting too. Seeing it play out in pack stats after the fact, I would imagine, will be pretty self explanatory for what it’s trying to tell you.)
the fact that wolfquest does all this research and still makes a fun game
I cannot express how excited I am for this!!!!
Dude! This is literally reminding me of my childhood! I had a mobile WolfQuest game and I still have it! But sadly I am not able to play on the computer version of the game! It would be sooooo cool on mobile but actually, amazing game you have created so many childhoods with WolfQuest!
Oh that paper you talked about sounds fascinating! If I'm understanding things correctly, maybe the yearling wolves can helpful in detecting the health of the herd? Their lil bites can reveal health to help us decide who's the best target.
This part of the saga is definitely looking like a CHALLENGE to make and I'm grateful for everyone's hard work. Keep it up, and take the time needed to get this at an acceptable point!
I really hope the saga comes out soon! I have been waiting for months looking for any new updates, also the new update is awesome!
Saga videos keep me going 🙏
5:17 I think another great addition that could be added is when a pack member latches onto the prey, the place it has latched onto gets highlighted, either by one of those red dots that often indicates injury or the bite icon itself? In my opinion this would make it alot easier to see how many wolves are on the prey, and where they are, considering its a very chaotic enviroment as wolf hunts are.
Cant wait for this update, super stoked!
YES A WOLFQUEST SAGA VIDEO!!!! 🎉🎉🎉🎉 I love your videos so much! ❤❤❤❤. Can not wait for the saga!
Heck yeah!!
I remember years ago when you could only get your pups to the next safe place and that was the end. Couldnt have the pups grow any bigger. Im glad you guys are still working on this game
A few times on the classic lost river map, I've gone for a pack mate and end up finding a courtable male surrounded by his family. I love how that happens, because even if others role up on me, they're not instantly hostile unless I growl or howl. I don't know if it's a bug or not, but I love that they happen like that
5:01 That wolf just yeeted themselves 😭
Wolfquest's devblogs always makes my day better. And not only because I see the progress team made, but because these videos are very informative. I never would knew anything the narrator (sorry, don't know who is that ;;) said without these videos! I just really love that you can learn a lot from the game and from the official videos. This game and it's team is majestic, thank you for everything you are doing
I feel like the bite mark for each pup is a good idea, but if you kept the bite mark icon maybe change it to yellow or orange to not confuse it with the player's bite mark. I love all the progress going on with the game, and I'm excited for more updates!
I love the passion in this game as well as in each upload, ya'll are doing amazing work. I remember watching old wolf quest videos a long time ago back when I was younger but then never hearing about it for ages until this year where I thought, "I wonder how it's doing" and boy was I not disappointed. Good luck team and I'm excited to see what ya'll have in store next!
Awesome! Can definitely see the difficulties in making the hunting experience managable with so many wolves. I'm glad you're all taking the time to iron that out!
It has been one of my dreams since I first started playing Wolf Quest 5 years ago to be able to run with multiple wolves. I’m so unbelievably excited for the Saga!!
Wow, I really like how much your team thinks about the user's experience while interacting with these mechanics. Can't wait to watch my pups grow up to be lil fluffy badasses
you could always do a small log window at the bottom left similar to ffxiv does it, so it will show one main body of text and you can select different tabs for different ones e.g the main one is exp given and to who and another might be damage related etc.
If you want to differentiate wolves in the pack try different colour name tags depending on what role they fill. You could always have players choose if they want to have this sort of effect or not. Some players might want to see the bite effect but others like myself wont it all depends and might be a good idea to have a settings to toggle these things.
Suggestions, 1. Could wolves participating in the Four during the hunt gain a profile in the HUD along the top left with a just a health bar/heart, and for wolves needing EXP also an EXP bar/star? Or 2. Being able to select and pin maybe two or three wolves name, health and EXP to the top left. 3. Could be to keep the red paw prints for the health of the yearlings but add an extra icon like a star slightly overlapping that flashes gold when a yearling gains EXP. It could mean adjusting the top left a little to accommodate.
what might be helpful is, during a hunt, all present wolves have paw prints (maybe not where the pups are, maybe in a line down the right?) where we can see the health status easily. maybe the bite mark pops up next to their heart to signal which/how many wolves are biting.
I also saw somebody mention a sound. maybe if they're 25% health or lower, a sound plays and a pop up (exclamation mark?) appears near their paw print.
I do like the bite symbols for showing where the wolves are latched, and i think as pups health decreases, they should be more likely to hold back in the hunt. For easier game modes, i think this is all the wolves really need to survive the hunts frequently, but for us accurate players, the struggle will be real, and managing the yearling health seems like a real possibility, I think giving the pups an "aura" when they're sighted over to indicate low health. perhaps at abt 30-40% health the pups will begin to glow softly red, which grows in intensity as they drop lower. i'd like to think of it as a Smell of blood, situation over having a visible health bar like the elk do (where for some of us who keep 6-8 pups alive each year that can get intense especially on the 2nd or 3rd game year onwards, where you may end up with nearly 14 other wolves, assuming a cap isn't in play) what we really need at this point is for the targeting of other wolves to focus, since a lot of them are wasting their energies attacking other elk in the herd, although this loses its problem once you've singled out your elk and the rest of the herd is fled, i can see it causing a lot of quick issues with young pups and early hunts in accurate, wasting both their stamina and health on elk that will not be part of the pursuit.
I personally really like the bite icons ! its just they look kind of similar to the icons that the player has to bite the target, but I think thats a really good way to tell who is biting :).
my day always brightens when a new wolfquest video drops, because I know I'm about to learn something neat about wolves.
None of my friends understand how excited I am for all this
This feature of being able to watch your pups grow up to adults has been a dream of mine since i started playing over 10 years ago!! So excited for what this game has become, and is becoming. Amazing job to the creators!
I always wanted to see pack hunting not just wolf, your mate, and your pups but the rest of the pack
My best friend and I used to always play 2.7 on mobile together in middleschool, and now we’re both adults and we’ve been playing anniversary edition together getting hyped for the upcoming saga :]
I am super excited for the next part of the WolfQuest saga!! This is one of my favorite games. Please keep up the amazing work!!
things are looking so good!!! i love how there are some elements that make the game easier, while other elements even it out for balanced gameplay. i'm so excited for the saga to release. its small updates like these that make my day ❤
Love this!
I just wanna post a suggestion, so I remember. While most the time, pups disperse, it’d be nice if on rare chance, your eldest male or female pup took over (depending on your gender) when you died. It’d be fun to see how long you could keep that pack’s lineage going.
I also still wanna suggest that we should be able to court a pack leader if their mate dies or is killed because in the wild, if one of their mates dies, they either try their best to carry on with their pups or wait for a dispersal to come around. I think it’d be a nice challenge for players and a good test for the saga. Right now, I’ve been told it’s a bug if you can court one and shouldn’t be able anymore but I highly suggest for players you rethink. Love the game either way!! ❤
Heck, I think it could be fun if they try to take over the pack sometimes too! Maybe a successful coup would put you into a mode like MP Pack life or something where the breeding pair leaves to have their pups in spring and you just hang out with your yearlings and become a subordinate. Assuming, of course, it's how real wolves roll.
Absolutely love this! And such interesting science bits to top it off! Also, I have an idea fpr the hunting with yearlings: I agree that there's a lot going on and a lot to take in, so given the core aspects a player should keep an eye on - elk health, XP for the younglings, own health and health of pack mates - I think the focus should be on those. Elk health (aka hunt progress) and own health are already covered. I like the biting icon to indicate that the young ones are biting (so players know that they do gain experience) and think that's implemented nicely already. For the health of other pack members, maybe a larger amount of damage taken or injuries (anything that would lead a wolf to let go of the elk) could be indicated with like squiggly lines (similar as in comics) that pop up quickly. If a wolf is low on health or takes a large amount of damage (or injury), the lines could be red to warn players to keep an eye on that wolf or that it might be time to call the pups back. This would be a visual indicator without cluttering an already very engaging scene too much :)
Very exciting stuff! I'm always hyped to see updates to your progress, especially ones as big as this!
I agree with changing the bite icon indicating a packmate is biting the elk to something different to our lock on icon. They're very similar and in the heat of the Hunt might be confusing. Someone suggested a side profile of a snapping wolf head which I like.
Someone also mentioned having a little pop up after the hunt with a quick summary of exp and such which could be interesting.
I think that keeping the screen free of clutter like XP gain and health loss for pups and such would be best. So long as we can see our packmate health somewhere, just like our mates. So we can check and back off if needed. Adding more icons to the middle of the hint might get overwhelming very quickly
as someone who is easily overwhelmed with too much movement, seeing all those red bite icons floating around would just confuse me and drive me wild :')
my suggestion: temporary bars on the side, maybe below the player wolf's ones, with the name of the pup, their health bar, and maybe an XP bar too. No icons or doodads, just plain, simple bars and a name so its hopefully not overly intrusive or overwhelming.
These would only be there for the duration of the hunt and show only those currently in the hunt. It would all disappear when a hunt is finished/cancelled. It would have to be relatively small though, and maybe slightly customizable for accessibility (size of the bars, whether theyre visible at all, etc)
hope that helps! ❤
Now my question is...
When my pups fully grow up do they automatickly dispers or there's going to be a option just like in family tree they grow up you got a snapshot of the family tree and you can go there and dispers that grown up pup and play as them 👀
I know in WQ theere's going to be a pack member limit (for example) you can have 10 pack members in the pack so lets make this into simple example you have 11 wolves but you can only have just 10/10 members in the pack so the 11th grown up doesn't stay in your pack cuz the pack is full instead it stays in your family tree.
Some will choose to disperse. They decide.
Do you still get to play a dispersed wolf? If it dies awhile a subordinate or a yearling, is the snapshot still saved?
@@WolfQuestGame
@@WolfQuestGame when do pups decide to disperse? is it before or after you have the next litter of pups?
when they become two years and older @@demiwithers
@@WolfQuestGame if a 4 year old wolf disperses, will you be able to play it at 4 years old?
Maybe a pup's nametag could flash red when they're actively participating? Make sure to test it for colorblind-friendliness
I was thinking, a good way to fix the xp indicator problem would be to give a small summary of the xp gained after a hunt in the tab window. Rather than get real-time indicators that might distract or cover up the screen, the player can view how much xp their pups got in total after the hunt is over. It helps them focus more on the hunt and review their performance in a time they can catch their breath
My excitement for this release is immeasurable!
You guys are literally so awesome! You put so much detail and accuracy into the game. I'm so excited for when this update comes out!
I'd love if risk-taking during the hunt were tied to the boldness personality metric!
i.e. Bolder pups will join in sooner while cautious pups will take longer to start biting, bolder pups will stick it out longer when the hunt turns dangerous while the cautious ones drop out sooner
I think the game might also benefit from making elk progressively harder to hunt, at least from year 0 to year 1. They need to be easy enough for us to survive at all when it's our very first year, but I've had the multiple mates glitch before-- elk hunts are a PIECE OF CAKE once you have even 3 adult wolves (I do play on Accurate). The playing field might need some leveling when we have a pack helping us.
So maybe elk can stay the way they are currently, UNTIL the fall/winter of our first litter, at which point they require more damage to take down?
So excited! I love the idea of maybe being able to recall your pups with a vocal mid hunt? I love the idea of the XP system aswell. Looking forward to future updates!
I may be at a softball game, but I have to watch this.
Excited for this update. I really wanted my pups to stay around and help with hunting and warding off territory fights through pack size intimidation (not so much fighting other wolves cause I don't want them to get hurt). Any bonus damage in a hunt is good enough. I like the attention to research on wolf pack hunting too.
i think the bite icons showing when they take a bite is helpful, although using a different color or icon would be easier to take in
I am ecstatic with the progress and depth of the game. I feel it will be a long time before I put the saga down at all!
at the end of every hunt u should be able to see how much xp pups gained
Can’t wait for the updates keep up the good work
im very excited for this!
This is so exciting!!!
It’d be useful to have a permanent UI healthbar at the top for all of the wolves- the pups have paw prints, but the yearlings should have a different shape, as well as the subordinates. My first thought is circles and squares, but any shape works as long as it’s simple and small enough
I'm prepared to embrace the chaos. I'm fine with not knowing exactly what the rest of the pack is doing while hunting. It makes sense that you'd get a bit of tunnel vision and only really know exactly what happened at the end.
did yall see that one pup just running into the elk herd at the end, running on its face? im guessing thats a bug, but boy is it hilarious