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Steam News10 August 20232y ago

Development Update 3

Hello Pupper Fans and welcome to a long overdue update for the development of Walkies! We've been hard at work with many awesome things to show you all...

Full notes

Full Walkies update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hello Pupper Fans and welcome to a long overdue update for the development of Walkies! We've been hard at work with many awesome things to show you all...

What changed

0 fixes3 additions3 changes0 removals
  • Gameplay
  • Store
  • Events
changedConcept ArtThe area in the current prototype was built as a small, enclosed demonstration of what we are wanting Walkies to feel like. From experimenting and nailing the art style, to movement, quests and interactive elements. After nailing the narrative journey (as mentioned in our last update), we created a series of concepts for many of the key areas across the game. Here are a few we can share with you!
addedNew DogOur new Beagle mesh has been completed, here's a side-by-side comparison with the Beagle we currently have in our prototype.
addedNew TreesWith the Mighty Oaks sanctuary having many different species of tree across its land, we needed to have these types available to us. And so all of our trees have received an overall, including adding a few particular species for special areas.
addedCosmetics & CostumesWe continue to add and update the various types of cosmetics and costumes that you can choose. Here are some of the newest additions!
changedShowsFirst up was both FORMAT and Barclays Game Frenzy in May, with the Nottingham Game Expo in July being the latest public showcase of the game. It has been an absolute delight getting to show it to so many people!
changedMovement, Jumping and Bug SquishingHot off the events, we go through all of the bugs and feedback, generating tasks and tackling them. A huge amount of focus has been placed on improving the movement of the dog, from tightening up turning, to adjusting acceleration, to fixing timings on jumping and climbing... all so every facet of the movement feels more responsive and enjoyable.

Concept Art

The area in the current prototype was built as a small, enclosed demonstration of what we are wanting Walkies to feel like. From experimenting and nailing the art style, to movement, quests and interactive elements. After nailing the narrative journey (as mentioned in our last update), we created a series of concepts for many of the key areas across the game. Here are a few we can share with you!

This first one shows the Sanctuary's visitors centre. Here you'll learn how to play, through a tutorial area and it's also where you'll curl up and snooze after a long day running around!

This second one shows "Otter Lake," an area for splashing around and helping out other critters... maybe even some Otters!

Draggables

We wanted to be able to create some puzzles for players to solve with items they can move and so we created Draggable items. These have a rope attached to them, so your dog can pull them around and into place. Then use the different heights (or other items) to jump from platform to platform and reach higher points!

New Dog

Our new Beagle mesh has been completed, here's a side-by-side comparison with the Beagle we currently have in our prototype.

New Trees

With the Mighty Oaks sanctuary having many different species of tree across its land, we needed to have these types available to us. And so all of our trees have received an overall, including adding a few particular species for special areas.

Cosmetics & Costumes

We continue to add and update the various types of cosmetics and costumes that you can choose. Here are some of the newest additions!

Shows

In our first update, we took the prototype to a couple of shows and over the past few months, we've hit up a few more places.

First up was both FORMAT and Barclays Game Frenzy in May, with the Nottingham Game Expo in July being the latest public showcase of the game. It has been an absolute delight getting to show it to so many people!

Movement, Jumping and Bug Squishing

Hot off the events, we go through all of the bugs and feedback, generating tasks and tackling them. A huge amount of focus has been placed on improving the movement of the dog, from tightening up turning, to adjusting acceleration, to fixing timings on jumping and climbing... all so every facet of the movement feels more responsive and enjoyable.

Source

Steam News / 10 August 2023

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