Dev Update: Caves, Rivers, AI, and Talents!

November 30, 2018 willsterling23 2 Comments

Howdy everyone!

We've got a lot of fun content we've been working on over the past couple of weeks that we'd like to share with you. Progress on the development of Wild West and Wizards is going smooth and we're very happy with where we are entering into the holidays. While we still have a ways to go in terms of polish and content, our world building, systems, and other foundational elements of the game are almost complete.

Here's a look at what we've been working on recently!


While most of your exploration time in the west will be spent above ground, we did want the option to go venture in some caves! This allows us to add a semi-dungeon element to the game. As you may already know, we want our western game to have a lot of RPG elements. A dungeon (or cave in this instance) is one step in that direction. Not all caves in the game will large and expansive, but we do want a few that you can get lost in. Many of the caves will be smaller but still provide a neat point of exploration or challenge. 


Wild West and Wizards has three zones: the desert, plains, and the forest. We just recently added a small running river through the forest and we wanted to expand that into the plains area of the game. Over the past couple of weeks we've been working on polishing up the river and making it feel natural and look nice cutting through the plains. 

AI Work

Recently we've also been doing some more work on AI and models. We got our new male character model in so we are happy about that! In addition to that, we have added in ragdoll physics that help add a lot to the combat element of the game. We are still doing a good bit of work on polish on AI animations but we are making some good strides in this area! 


As we talked about earlier, we really want this game to feel like an RPG in many ways. In addition to having spells and abilities, you will also be able to level up and earn talents. We've started working on some of the mechanics needed to have and unlock talents in the game. This will allow for a more unique playstyle of your choosing and give you a good way to progress your character. 

In addition to all those things we've also been doing a lot of optimization work, bug fixing, and more world building. As always thanks for reading and stay tuned for more good content updates coming soon!


Dev Update: Rivers, Item Leveling, Cellars, and More!

November 09, 2018 willsterling23 3 Comments

Howdy everyone!

It's been a busy few weeks at Lavaboots and we've got a ton of new changes to talk about. So with that said let's dive right in!

Water and Forest Work

One major addition we've been working on recently is the water and river system. Now in certain parts of the world you can find a small river running through the wild. This adds a lot to the visuals and also allows us to implement some unique gameplay features in the future. You can also go under the water though we still have to write a system to handle swimming. 

In addition to adding water to the forest we are still working on expanding the forest zone as well. It's been one of my favorite zones to explore so far and it's been truly fun designing it. 

Item Outline Effect and UI Changes

The last few weeks we've also been working on polishing up our UI. This includes not only adding better visuals but also adding features like a stats window. The stats window is exciting because it really helps us double down on the RPG elements of the game. 

We've also added a feature where items you can pick up or interact with will now have a glowing outline around them when you get close enough. This is small touch but helps to make the gameplay feel more intuitive.

Item Leveling and Upgrade System

One feature we are excited about is the ability to upgrade your items. We are using an item leveling system in the game so you can keep finding new and exciting loot throughout your adventure. We also wanted a way for you to upgrade items. This means if you find an epic pair of boots at a lower level and you still want to use them later, there is a system in place to upgrade them.

Cellars and Bullet Types

This week we've also added cellars to some cabins in the world and we will be adding them to other places as well. In addition to that we've been working on getting new interior models for cabins and stores to help make the world feel more immersive.

We've also added in different bullet types for each gun, some of which are more powerful and have different effects than others. You can switch these bullet types out mid-game fairly easily as well!

As always we'd love to hear your feedback and thanks for reading!