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WIP New Eden [Added Video Dev Logs]


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New Eden is a fresh and original take on the genre itself. Being developed by a team of proven, successful developers, New Eden promises to bring the fast frenetic combat of Dark Souls and Bloodborne into a 2D MMO environment, with the Spellcasting diversity of League of Legends. With elements of the great Nintendo classics such as the Legend of Zelda and Metroid series, we aim to deliver a riveting, engaging experience for hours and hours. With 100% custom assets such as artwork, music, and animations, New Eden intends to bring forth a wholly original game.












New Eden takes place thousands of years in the future, well after the fall of our current civilization. The Earth, now known as Estaria, has undergone massive changes. Nature has evolved, becoming much more self aware and aggressive towards the planet’s inhabitants. Magic has risen and reigns supreme, while technology dwindles away into obscurity. Due to the dangerous nature of this new world, civilization exists in isolated monarchies, kingdoms and dictatorships, most of which are under the heavy heel of a religious movement known as the Elitist Church. Impending war, high tensions and general unrest have once again left our planet on the verge of apocalypse.

Since Estaria is a post-post-apocalyptic version of Earth, we want the experience of exploring it to be dynamic, complex and diverse. Even though it will take time to see the whole of it, we want it to feel like it's living around you, and we've developed a deep history influenced by the clash of salvaged technology and elemental magic. "Good Guys" and "Bad Guys" don't really exist in the real world, and while we still have many antagonistic factions and characters in new Eden, we're trying to ground them in their own person, cultural, and historical experience. Like our own world; ignorance, greed, fear, prejudice and the unexpected fallout of well-intentioned actions are the main source of Estaria's suffering, rather than the idea of a singular force of evil or oppression.

The player character is completely customizable and begins the game with no memory of his or her past, leaving you to explore and discover this strange new world through the same eyes as your character. As such, the concepts of identity and fate, and the considerable weight these concepts hold over our lives are major themes in the story. As individuals, we are considered unique and inherently separate from those around us. But it's difficult to say how much of any individual identity originates from expectations and labels placed upon us by others, and how much is really, truly us. So in the end, who are we? Are we defined by what we’ve done in the past, or by what we will do and how we believe and act in the present? Faith, identity, and the extent to which a single individuals actions can influence an entire world form the cornerstones of New Eden's story.

The writing team has been working closely with one another for well over a decade now. We’ve primarily worked on films together and have even established a small film production company. Story has always been front and foremost in our narrative crusade and we take world-building and characterization very seriously. We have years' worth of content planned out for New Eden, so as long as people are playing it we’ll continue to expand and explore the many nooks and crannies of this world. One thing we love about this project is how it lends itself to just about anyone. For those playing for the story and lore, we pledge that this game will deliver fruitfully. For those who are playing this for the RPG or MMO aspects of the game, rest assured that the  development team has some incredibly unique and fun things in store. Either way, no matter why you're playing, you'll be able to discover something of interest in New Eden and we hope everyone playing senses our passion, dedication and hard work. We could talk about the lore and story of New Eden for pages upon pages (and believe us, we have already), so we're very excited to share more with you in the coming months!






New Eden is being developed within the Unity Engine. This allows us to utilize incredibly efficient tools while maintaining stability! Here's just a few features present in New Eden:

~Advanced, frame-based combat system

~Dynamic, fully featured spellcasting system; this includes traps, blinks, dodges, dashes, skillshots, aoe's, buffs, debuffs, stealth, and any combination of the styles mentioned

~Intelligent, skilled AI, capable of knocking even the most skilled players back on their bottoms


~Fascinating and unique weapon design:


And much, much more! Be sure to keep an eye out for our Development Logs every Sunday!






New Eden features a continuously growing Original Soundtrack! Check it out here:

New Eden OST








New Eden has a growing, friendly community blooming on our Community Discord Server! Be sure to join up for early peeks at Development Logs, 1-on-1 suggestions and feedback sessions with the devs, and to enjoy the company of the other early adopters!


New Eden Discord

There's currently a back-log of Development Logs for you to read over on that Discord Server!



Video Dev Logs

January 12, 2020



January 26, 2020



February 8, 2020



March 8, 2020




Meet the Team



As of now, our team consists of the following members and roles:

Zetasis - Wanderwolf Studios Co-Founder and Artist

SkywardRiver - Wanderwolf Studios Co-Founder and Programmer/Musician/Animator

Sion - Artist

Thunderwolf - Co-Writer

Dylan - Co-Writer

SHORTTFILMS - Media Manager

We're a solid team with a success story already under our belt. With all the experience and knowledge we gained while developing and maintaining our last game, we're in a prime position to release and maintain a hit!



In Closing

Thank you so much for reading! Be sure to leave your feedback and critique on this thread and on our Discord Server! We're always looking for ways to improve! Be sure to stay tuned for our Dev Logs, released every Sunday!



Dev Logs

Dev Log - August 18th, 2019

Dev Log - August 25th, 2019

Dev Log - September 1st, 2019

Dev Log September 8th and 15th, 2019


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Thanks for all the nice comments. We have a great team here and we're all very dedicated. Keep an eye out for the dev logs, which are released every Sunday on our discord, for more updates!

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New Eden Dev Log - August 18th, 2019

"This week we’re going over some new Enemy Designs, Emotes and a new music piece! Sorry this week’s log isn’t as long, it was a bit of a slow one for us!”


Enemy Design



Enemies and their design have long been a forefront of focus for New Eden. What good is this stellar combat system if the enemies are dumb as dirt? It wouldn't be fun or challenging in the way we intend. We want players to struggle and learn combat patterns. Mastering enemy types as they would in Bloodborne or Dark Souls. This can get monotonous when dealing with an enemy type for too long, and we want to avoid that as much as we can!

So! Our solution is to make each and every enemy type varied and engaging to play against. This also means I had to make sure the Action Spellcasting System could be used by NPC's as well. Everything from a Shroomkin emitting a cloud of toxic spore dust, to savage poachers laying down bear traps, to a giant spider using a skillshot to spit out a glob of stunning webs! Letting our enemies use the Spellcasting system was crucial for development and engagement, and we can't wait to show you some of the results in doing such!"






Here we touch on one of our plans for our business model. We're quite certain by this point that New Eden will be a free game, funded by cosmetics. (Of a non pay-to-win variety) Now, cosmetics are all well and good, and we've laid out some plans as to how to handle them, but we wanted a little something more to offer as well: Emotes.

Now we're not talking little emoji over your head emotes, we're talking full blown animated emotes like these:




These Emotes can even be used during combat, which we especially think will come into play for PvP. Nothing says "I beat you" more than popping a fresh Emote over someone's corpse! We think this will be a great addition to the social aspect of the game, and we can't wait to see what you guys think!






While the previously mentioned track "Untold Tales" is still in the works, I've recently completed work on this new ambient track:




Empty - New Eden

For this piece I wanted to convey a sense of lingering dread, while also inspiring feelings of hopeful exploration. I was heavily inspired by the Metroid series for this track, and as such it's very different from the rest of the Soundtrack so far, so we're curious to see how you all feel about it.



Thats all for this week! Thanks as always for the support guys!


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New Eden Dev Log - August 25th, 2019

"This week we're going over quite a few things! Get comfy, grab a snack and enjoy the Dev Log!"


Enemy Design



So it's one thing to write about enemies using the advanced spellcasting system, and another entirely to show you guys how it works in-game! Enemies in New Eden have a pool of attacks and spells that can work in tandem with eachother. Some tie into combos, and some are designed to work with spells attached to other enemies. Take for instance this Garden Spearman, that now has a skillshot that stuns.


This can be dodged, but upon being hit you are dealt damage and stunned, locked in place for a few seconds. This not only does this give the over-eager player a punishment for being, well, over-eager, but it also gives the enemy a respite from your endless barrage of attacks. Take a look at this Shroomkin's "Spore Cloud" spell. This is a small AOE that applies a poison to you and slows you as well:


The Shroomkin is more a swarm enemy variant, often lying in ambush to catch unwary players off-guard. One of their biggest weaknesses is their slow, hoppy movement speed. We gave them a Slow spell and a trap spell so as to potentially make up for that weakness against in-experienced players. So in summary for this section, enemies being able to use the Spellcasting system will spice up gameplay in a way beyond what we originally envisioned!



AI Behaviour



As mentioned in a previous dev log, Alert enemies were designed quite a while ago. Now, however, they've been implemented! From Shroomkin acting like mimics, to some enemies acting as simple guards, Alert Enemies act as a new behaviour that will spice up gameplay in a really good way.


What's up next for enemy behaviours will be things like Ranged enemies. As opposed to our previous project, enemies in New Eden will play around their strengths. Ranged enemies in old Mirage games and nearly every single game in the 2D ORPG genre act the exact same as a melee enemy, running up and attempting to "shoot" you while their face is being stuck by your greataxe. They don't play to their strength of range, merely running up to be as close to the player as possible. In New Eden, ranged enemies will attempt to maintain a range from you, kiting you from afar. It will be up to the player to counter this behaviour.






I know, it's terribly simplistic and should have been done months ago, but it's in now! For flavour the chatbubbles fade in and out, keeping the flowing, smooth movement of New Eden in every aspect of the game, even the UI!


It works pretty well and we won't be touching on it again for quite some time, but there it is! Chatbubbles are in and working.



Dynamic Damage Animations



So here's something we're rather proud of. Damage animations are actually dynamic in New Eden. Have you ever played a game where every single enemy has red blood? Even when it doesn't really make sense? Of course you have. It's easier for the developers, and it's not something you really notice. Here at Wanderwolf Studios, however, we notice. We also think it's noticeable when all enemies *don't* have red blood. It gives enemies a unique and polished feel, which adds to the overall experience. Take a look at these gifs. These are both the same attack, with the same weapon, but because the target is different, it plays a different animation upon being hit.


Now obviously this branches out to more than just blood color. What about a heavily armored enemy that wouldn't bleed regardless? Stuff like that is handled this same way with this system! In summary, this system will allow for yet another layer of polish that we intend to make New Eden shine past all similar games.



Bug Fixes


Every few weeks I put up a little test server for myself, my brothers, and recently, the dev team to test the game with me. Nearly every time we find bugs (usually new bugs) and I set about fixing them in the following week. These past few tests, the amount of bugs being found has severely dropped, and I can say in confidence that I've fixed every bug found thus far. The majority of the focus (development wise) thus far has been the combat system. This, by extension, means that the combat system is as bug free as can be at the moment! Now I'm sure in the upcoming playtest we'll find plenty. 10-20 people playing can find bugs at a far faster rate than 2-3 testing every now and then. However, we're in such a nice spot in terms of bugs right now that any new bugs that are ever found will be able to be placed on the top of the list for fixing!








Since the world of New Eden is vastly different from the world we know today, we strive to create very interesting and unique creatures and enemies. Nature has evolved, and with this in mind, enemies are designed to feel feel familiar yet strange and even terrifying at times.


RobedConditionerIdleOrbs.gifRoyalKnightIdleAxeDown.gif          OldWizardH1OrbsDown.gifHoodedRangerIdleBowDown.gifGardenSpearmanIdle.gif

The people of New Eden are designed fit the theme of a new world built upon a once great, yet defeated, one. With this in mind, armors and wardrobes of the people can vary in a large degree. Anything from ragged-medieval style clothing to sci-fi fantasy armor is common place here.

Aside from character art and enemy design we also have quite an extensive set of tiles as well. And, of course, they have and still are being created to match the harsh, exotic, and mysterious lands that lay ahead in for the players of New Eden.



"That's about it for this week! Thanks as always for the support!"

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New Eden Dev Log - September 1st, 2019


"New Weapon Types, Polish, Design Ideas, and Wanderwolf news in this Dev Log!"

Weapon Types



As opposed to other games in this genre, weapon types and individual weapons do far more than simply change your stat numbers. Weapons and their separate types function in a similar way to Dark Souls or Monster Hunter World. Every weapon gives you a foray of attacks, all lovingly hand animated per direction. These attacks can be chained together in different ways to create flashy combos that not only deal damage, but also to alter your positioning. Some attacks, for instance, can knockback your enemies, giving you room to breathe and heal up.

Last week we had 3 types of weapons complete. These consisted of Windblades, Orbs, and Bows. Windblades are light, quick weapons that flow in tandem. Their Standing Heavy attack merges the two blades, launching a ranged attack in front of the player. Orbs are a mid-ranged, light weapons that have several opportunities to knock back enemies in their combos. Bows are long ranged, heavy weapons that can kite enemies from afar, even including an arrow spread attack.

Now, we introduce Katanas.


Katanas are quick, light weapons that also feature a ranged kunai off-hand. It also has a massive dash-slice that can propel you a great distance forward. While Katanas won't boast as much damage as other weapons, they make up for it with maneuverability and speed. For the upcoming PvP tourney, Katanas will be an option available for players!

Take a look at this video, showing some Katana gameplay! (Please note that this footage still represents a very early build of the game. Hitches and bugs will be fixed!)



New Eden Katana Showcase

Let us know what you think of Katanas and of the gameplay in general!






We want New Eden to be a supremely polished product. Little features that you don't really notice in other games *must* be present for New Eden. One of these features that we caught onto early on was Footsteps. It's something that can quite easily be overlooked in many games, and yet adds tremendously to the feel for the game.

In New Eden, Footsteps are synced perfectly with your character's animation. The sound of the footstep plays the same frame that your "foot" hits the "ground". What's more, the sound of said footstep changes based on the terrain you're walking on! Be it stone, metal grates, sand, grass, water, dirt, wood floors, or anything in-between, you'll "feel" your character walking in the environment.

Now, this sound is not obtrusive, and will more than likely be toggleable if you find it annoying. Give that video in the previous section another watch to see if this is a feature you'll enjoy. If you listen closely you'll hear them!



3D Sound


Another system that many might overlook would be 3D Sound. Now this is nothing revolutionary, but sound effects are now played in a 3D space! This merely means that the farther away you are from a sound source, the lower the volume that sound has. Again, nothing new to the industry, but something that builds on the atmosphere we're attempting to create.


New Eden Icon





The New Eden Icon! Sion designed this bad boy, and we all love it! New Eden features heavy alien themes, and we want most of our design to reflect that. This cryptic "NE" symbol will mean something else, in-game, so be sure to keep an eye out for this when you start playing!



UI Design



Spell descriptions (and tooltip layout in general) is still a large WIP. Currently we have something like this:



As you can see, it lists all the info you'd need, and even highlights and colors effect names and the numbers associated with them! Within those brackets is where the damage number is placed. This is calculated per player character based on their stats. We're not sure if this will be the final design/layout, so be sure to give us your feedback and let us know what we can improve!



Wanderwolf Studios



And now a little introductory segment from New Eden's latest recruit, Bot!

Hello Good morning/afternoon, It’s my pleasure to introduce myself... Well, I’m Bot and I’m from Australia. My favourite Tv show is “That time I got reincarnated as a slime”, my favourite food is ice cream and my celebrity crush is Chantel Jeffries. I usually just say “Goodaye Mate” but I’ve insisted on writing a more formal introduction for you guys. So “what’s my story?” I’m your regular art guy, I love graphic design because you can create what ever you want and share with other people. This is my final year in tertiary graphic design so I’m about to finish off my two year major. I’ve only recently joined Wanderwolf Studios but my awesome job here is to work closely with the team and provide graphics for the game. It also means you, the players, can give me unique and diverse design ideas about monsters/clothing/gear/weapons or even anything you want to see in the future!

Feel free to contact me if you have any questions/inquires, I look forward to provide you all with the best experience possible.

- Thanks, Bot



"That's all for this week's Dev Log! Be sure to leave us your feedback in our dedicated #feedback channel! Thank you all for reading and for your ongoing support!"

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  • 3 weeks later...

New Eden Dev Log - September 8th, 2019

"Combat changes and a special announcement in this Dev Log!"


Combat Rotation



Yesterday we opened a test server for the Council, letting them play the game in it's current state and find and report bugs. It also allowed them to give us their feedback on what could be improved about the combat system! One of the things that came up repeatedly was the option to change your rotation mid-combo without having to start over. With a bit of tweaking that I can attribute to how solid the base combat system is, it's now in and working!


While generally just feeling better to play, this feature also leads to a more thought out combat experience!



Mouse Lock



Also based on feedback from the test yesterday, many told me that instead of locking on to a specific enemy, it would be better to alter your rotation based on your Mouse's position. This was a bit trickier than I would have thought, as you want your character's rotation to sync with the server, but you also don't want to packet flood your own server. I can say with reasonable confidence however, that this is working very well!




Technique Use While Moving



Much like some physical attacks, you can now use certain techniques while moving. Take for instance, this Ensnare technique!


This feature allows some spells to have even more depth than was already present! You'll notice that this feature, like the similar move while attacking system, showcases some nice animation blending, allowing you to play a strafe animation on top of whatever animation you're playing while casting!



"And that about wraps it up for this week! Thanks for reading and thanks as always for your support of New Eden!"





New Eden Dev Log - September 15th, 2019

"Combat once again takes center stage in this Dev Log!"


Projectile Aiming



Alrighty so a ton of you were asking for this since the day you laid eyes on New Eden. Or at the very least, from when you saw those gifs of Bows in action. "But can we aim it?" Was a common question regarding Bows and projectiles in general.

For the longest time I was very hesitant with this. Partially due to how complicated it was looking to be from the start (with how this combat system is built) and how it could lead to balance problems vs Melee Weapons. However, after making the system and pairing it with another system we'll be going over shortly, I can say in good confidence that this was a great idea, and any and all who suggested it should feel very vindicated. Take a look for yourself!


This ties in nicely with the Mouse Lock system mentioned last Dev Log, and with the huge amount of optimization I've done with the Combat System this week, it's never felt better!



Aiming Strikes



So if projectiles can be aimed, we should probably add that ability for Melee as well! This works much the same way, allowing you to aim your strikes with your mouse. This also alters your Thrust direction, allowing you to achieve feats such as this:


This rotates the hitbox as well, allowing you to attack diagonally. It should also be noted that with the way Mouse Lock works, these rotated hitboxes will never stray very far from the animation, and with the thrust direction also gives the appearance of not even having to rotate the hitbox in the first place.



Dynamic Scenery



While teased in our v1 Main Menu screen, we have yet to show off some of our dynamic scenery as of yet! These will vary from glowing fireflies buzzing about, to these monitors found in the Garden, to plant life waving in the wind. Take a look at this beautiful system in motion to get a sort of grip on how it will look in-game:




Playtest Tourney



It happened! While not many were able to show up for it, we had a great time! Titan won the tourney, playing with the Katana, using the skin he ironically made for New Eden. Here's the highlights and matches from the Tourney. (Please, *please* forgive the horrible recording quality. I had sooo much running on my computer and it shows!)



New Eden Playtest Tourney



Polish and Bug Fixing


This past week has been super hectic. What with work and all the playtesting going on, I've had my work cut out for me. This past week I've fixed 106 bugs, big and small, and optimized plenty. This will go on well after even Launch, but I'd really love to have it as rock solid as can be before that point. All of your bug reports really help, so a big thank you to those that help out with that!


"Annnnd that's a wrap for this Dev Log. Thanks again for reading and for supporting New Eden!"


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  • 6 months later...

Added video dev logs for January 12, January 26, February 8, and March 8 2020. Keep in mind you can always find new updates, sneak peeks, and general info on New Edens development on the discord!


January 12



January 26



February 8



March 8 2020




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  • 1 month later...

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