Category Archives: Devlog

A weekly log focusing on components of The Wild Eternal’s development. Individual posts may focus on mechanics, narrative, art, sound, etc.

Save the Date

We have a release date!

It’s true! I’m not stressed out by that AT ALL. JK I am stressed, but I’m also relieved, and proud!

The Wild Eternal arrives on Windows PC (via Steam and Humble Store) on April 13, 2017. That’s like,  soon! For those of you in the back, I repeat, louder:

The Wild Eternal
April 13, 2017 on Windows PC

Along with the release date announcement, we are sharing an environmental teaser from the first level. It’s always been very important to us that each level has a unique emotional tone and theme, which we primarily convey through the use of color, environmental design, and audio design. The first level’s theme is Mystery, let us know if you think the teaser hits the mark!

Pre-Orders

The game is now available for pre-order on the website for a discounted $14.99, this discount will last only through launch weekend as a thanks to our supporters.

If you aren’t fully committed yet, you can always wishlist the game on steam and decide later!

Cheers,

Casey

Devlog: Better Color Lerping in Shaders

After reading a few articles about color interpolation, I whipped up a  quick CG solution for lerping colors through the HSV color model.

You can read about this in this excellent series by Alan Zucconi. Happy shadering!

The Secrets of Colour Interpolation

Code Snippet

float3 HueToRGB(float hue)
{
 float h = hue * 6;

 return saturate(float3(abs(h - 3) - 1, 2 - abs(h - 2), 2 - abs(h - 4)));
}

float3 HSVToRGB(float3 hsv)
{
 float3 rgb = HueToRGB(hsv.x);
 float3 vc = ((rgb - 1) * hsv.y + 1) * hsv.z;

 return vc;
}

float3 RGBToHCV(float3 rgb)
{
 float4 p = (rgb.g < rgb.b) ? float4(rgb.b, rgb.g, -1, 2f / 3f) : float4(rgb.g, rgb.b, 0, -1f / 3f);
 float4 q = (rgb.r < p.x) ? float4(p.x, p.y, p.w, rgb.r) : float4(rgb.r, p.y, p.z, p.x);
 float c = q.x - min(q.w, q.y);
 float h = abs((q.w - q.y) / (6 * c + 1.0e-10f) + q.z);

 return float3(h, c, q.x);
}

float3 RGBToHSV(float3 rgb)
{
 float3 hcv = RGBToHCV(rgb);
 float s = hcv.y / (hcv.z + 1.0e-10f);

 return float3(hcv.x, s, hcv.z);
}

float3 LerpThroughHSV(float3 rgb1, float3 rgb2, float t)
{
 float3 hsv1 = RGBToHSV(rgb1);
 float3 hsv2 = RGBToHSV(rgb2);

 float3 hsv = lerp(hsv1, hsv2, t);

 return HSVToRGB(hsv);
}

Devlog: Immutable Inspector Fields

Inspired by a question posted on Reddit (Read Only Parameter with SerializeField), I realized that I don’t have a way of communicating to other developers on my team which fields are not designed to be modified while playing in the editor! So I decided to solve this problem by adding a new attribute [Immutable] which disables fields in the inspector.

Continue reading Devlog: Immutable Inspector Fields

Devlog: How to Add Flowmaps to Unity Water

Unity Pro offers some great looking water in the Water4 package. Edge fade, foam, refraction, reflection (sort of) and surface waves are just some of the features. For our environments in The Wild Eternal however, we needed flowing water and Water4 does not offer this out of the box. Though the water does move, it is a very simple directional movement. For our creeks and rivers, we need real movement to bring them to life. Not to mention we can use the flow direction to affect gameplay!

Continue reading Devlog: How to Add Flowmaps to Unity Water

Devlog: Environments

We knew going into The Wild Eternal that we wanted the player to experience a variety of unique places, each with distinct flora and fauna (and color!). The game is split into four acts, and each act contains a varied number of chapters (levels) which connect to each other and can be played in any order (or even skipped, but more on that in another post).

Need something a bit more concrete?

  • Act 1: 1 chapter (blue pre-dawn)
  • Act 2: 2 chapters (yellow mid-morning)
  • Act 3: 3 chapters (green afternoon)
  • Act 4: 2 chapters (red evening)

As you can see, we designed the game to gradually provide the player with more exploration choice as they progress through the acts, so that exploration potential climaxes in act three with three chapters and then becomes a bit more linear as the experience draws toward its conclusion. In addition to each act having its own color scheme, each chapter will be thematically unique. For instance, act three contains a swamp, a lightly forested battleground, and some rather haunted hills. Pictured below is the swamp from act three and a village from act two.

A Swamp In Act 3.

A City In Act 2

Devlog: Swatty Tigers and Mustard Hills

Hello! So, we’ve come a long way this year as new devs, and are finally ready to start blasting through content creation and building out the rest of the playable world. The first of these spaces is a sort of mustard-colored country-side, which provides a stark contrast to the blue-dawn of the first chapter. Featured in the screenshot is a tiger with quite the personality; you’ll want to pay careful attention to her to figure out how not to get swatted and bumped around. She’s out on the hunt, so you may find her or others like her wandering the paths, forcing you off-road and into the grassy hills. Not featured: The cute rats and rather lethargic lions that you might also find in the area.

We are going to try to be a bit more available/transparent on here now, posting screenshots, devlogs, and answering questions. Thanks for your likes, follows, and interest!

rajagaha tiger