Happy New Years!

As 2016 comes to a close, it’s time to discuss our plans for the future at WolfTech Games. 2016 was a great year hallmarked by our first steam-released game, Slymes. We will continue to improve the game with balance and content patches, such as the ongoing holiday event. However, we will also be working on brand new projects. Hexane development will become our main priority as we plan for a 2017 release. As well, we have some smaller projects that are still very early in the conceptual phase of development. All in all, 2017 will shape up to be a packed year for all of us at WolfTech Games. Happy New Years!

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The Release of Slymes

So, Slymes has been officially released! If you didn’t already know this, you can check it out on our Steam store page. It’s been a long journey over the past 8 years. We started with a small little idea that we thought would be cool, and we developed it into something beyond our wildest dreams. Now that it’s out there, it’s time for some to lay out my thoughts on this entire journey as well as what lies ahead.

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Slymes Inventory and More!

Hello everyone, we are back with another blog post! For the last 2 weeks we have added quite a bit of new features and I am glad to say we are getting closer to Closed Alpha!. Feel free to signup below and just fill out the form with the required fields and once the time comes we will send out invitations to those who have been accepted into the closed testing period. Alright now lets get to the new features that have been added implemented into Slymes. Firstly, we had added some more important functionality to the game modes, which is an end round objective which will actually add an end to the match as before this it went on forever. We had also added an in game menu which will most likely be redesigned later on in the development process.

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Slymes and Gamemodes! Closed Alpha Too!

Hello everyone, we are back with another blog post! I am glad to say we have made tons of progress over this week, it was more than I expected. We now have name tags over each slime in game which fetches your name from steam, it also turns toward you the main player so you are able to see what it say’s no matter which way the opponent or ally is facing. That is not the best part though, the best part is that we now have full gamemode support! To make this happen we used an abstract class that contains all the base slime code and net code for the slime, then from there when we want to make a new gamemode we create a new script derived from that abstract class and just add more functionality to it depending on the gamemode and then add it to the database and voila we have a new playable gamemode. So far the only gamemodes playable are, Free for all and Team deathmatch.

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Slimazation

Hello everyone, sorry for the delay for the blog post, stuff kept getting in the way but we are glad that all of that is pushed aside and we are able to post now. So we have made quite a bit of progress on the game since last time, this includes the following: customization and optimizations

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Slimes Taste Better Using TNet

Hello everyone, this week we have gotten player eating and rocks in the game. I was wanting to add everything I mentioned in the previous post but I had a hard time getting the player eating down but in the end it seems like I completely overlooked the whole situation and it was easier then I though it would be. I kept trying to do network calls to process the eating of the player and respawning but then figured that I could have done it locally and just check if the object is yours so that it only gets called once on every object on collision. Here is a sample of the player eating:

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Conversion of the Slimes

Hello everyone, we have made our final decision to switch our networking model from Bolt to TNet 3 and I have to say it is going well so far. The greatest part has to be that TNet3 supports modding over the network within its package. We have made some progress

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COOL SLIMES

This whole week we have been working on the slime game on and off, during this time more features were developed which will be listed below. So we usually use a networking asset called TNet which just had a huge update which added useful features that made multiplayer easier to make, but for this project we used Bolt because TNet 3 was under development at the moment so now we are considering switching the networking platform for the slime game to TNet from Bolt as it would offer us a great advantage such as modding support over the network and easy advanced matchmaking. For all the features head over here and help us decide by voting by going to our strawpoll.

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Slimes Galore!

Hello everyone! We have not updated the blog for a bit, but we have managed to even get some more progress done on Hexane and our team has also grown.

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Progress! New Hexagons, More Character Art.

Hello everyone! It has been a while since our last update, but we have gone through a lot of development on Hexane. The core game engine is working nicely, and more progress has been made on the art assets.

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Hello World!

Hello World! This is the very first blog post for our website, wolftechgames.com! Wolftech Games is a very small indie game studio that is ready to make amazing games! Our core group of developers include the programmer Seby and the artist Stew. This will be our dev blog, and the two of us will post updates and developments here as progress continues on our games. Our site is currently under construction, but we plan on launching it soon alongside the announcement of our first serious project. We can’t wait!

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