Wild Souls (A Wolf Sim)

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Dinocanid

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This has been my side project from Foodbabs. It started out as a test to see how I could deviate from Mysidia's premade "adopt clickable pets" and use it to make a simulation type game. I got out of the mindset of seeing it as a template and began to look at Mysidia as a coding framework. Well so far it's been working and I decided to name it Wild Souls:

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(Current theme with temporary background)

customwolf_by_hoafan-dbm6nln.gif

(In-progress character customization)

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(Den page and in-progress "visit" page. Right now it still has all the default links on it since I haven't gotten around to it yet)

The basic idea of the game is that you survive as a wolf, either alone or in a pack, in a semi-realistic/fantasy setting. Unlike other online sims, this game is AI-driven, which means the game is more "alive". NPCs aren't static and act based on their surroundings, relationships, and conditions. The ecosystem is dynamic and changes based on the seasons, natural disasters, and hunting; so it's possible for a territory to become barren if hunting happens too often, after which the pack will have to move.

The characters and NPCs make use of my "dynamic images system", which uses Imagick to pull and merge images on the fly based on information in the database without storing them and taking up server space.

The game is pre-alpha now, so I'm developing it locally until it reaches a playable state. The game will be closed alpha once it gets to a point where it's playable. The reason is because, unlike Foodbabs, Wild Souls requires a somewhat controlled environment where I can monitor things and make sure the AI and ecosystem are behaving properly; which is hard to do with a ton of people and tons of database entries. Eventually, a limited amount of users will be able to request alpha codes that they can use to register. Once registered, they can generate 2 alpha codes to give to friends. For every inactive user (IE: Users who don't log in for several weeks), one more space is available for someone to request a code.

To read more about my progress and my to-do's, check out the Trello Board. That's where I keep track of things and decide what to work on next.

You can also get the latest news on the game here: Link
 
You're building this on Mysidia? I really can't wait to see how this turns out.
 
You're building this on Mysidia? I really can't wait to see how this turns out.

It's been working so far, even though I was having issues getting imagick to work on it at first (which was a huge issue for a month); turns out that the image file names can't have any spaces at all, so I had to redo my file naming-scheme.
I'm in the process of integrating Twine 2 (Thx for the suggestion btw!) with it for the explore system, since I decided to make it directional. At the moment, I've managed to split the single html file it exports into a separate js, css, and html file. There are dead ends, but this is what I managed to do so far: link
EDIT: I got it to work with the template and I literally started screaming. Now I don't have to get database info the hard way.
 
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I haven't been posting any updates here lately, so I thought I might as well start.
First, I made a youtube video! It shows off the in-progress registration, which includes character customization.

I also painted two illustrations for the site. One of the moorland biome (Ventum Collis), and the other of the taiga biome (Nigrum Montis).
moorlands_by_hoafan-dbs07mk.png

(Sheepy sheep :p)

black_mountain_by_hoafan-dbs0h9k.png


Finally, I'm in the process of making an official wiki. There isn't much there just yet, but feel free to check in every now and then to read up on anything I've added.
 
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We have an open Q&A until November 11th! Any questions answered here will also be added to the game's official wiki, so ask away!
 
A new update has been posted on TGL!: Link

If you're in the Discord server, then you've already seen the information that I mention in the post.
 
First and foremost, a new video has been uploaded! It doesn't show much, just a quick example of how tasks work:
https://www.youtube.com/watch?v=vZdIwIzSKgI
I forgot to show it in the video, but the site won't let you complete the same task twice in one day. It also doesn't show an SP increase (because I forgot to add those 2 lines of code before recording :S)

Each choice you make will lead to a different outcome, I just chose the good option for the sake of the video. So they're less predictable, each task of a certain type will be random. In this one you spotted a group of intruders, but in your next one you might not. You might be sent to investigate a certain area, or look for a certain thing, etc.


Another thing showcased in the video is the different wolf artwork. I finally reworked aging based on the timescale I mention in my last news post, and the lineart will finally automatically change depending on the age. So...

  • Wolves under 1 year (12 months) of age will use the pup lineart
  • Wolves that are at least 1 year old (but less than 2 years old) will use the adolescent/juvenile lineart
  • Wolves 2 years and up will use the adult lineart
The den page only shows either years or months depending on the wolf's age, while the wolf's profile will show the full age (in both months and years)

That's it for this short update. Hopefully I'll have a lot more in my next one!
 
I saw this late sorryyyy--

It's going well! I've been taking a break for the past 2 weeks to work on other things (like a visual novel I plan on selling through gamejolt and steam).

When I pick it up next I plan to finish out the explore feature, then work on how hunting is supposed to work. I still don't know yet lol.
 
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