Search found 31 matches
- Fri May 22, 2020 12:28 am
- Forum: General WolfQuest Discussion
- Topic: Ideas for New Episodes/Future Updates Replies: 930
- Views: 126938
Re: Ideas for New Episodes/Future Updates
I hope you don't mind if I add my thoughts on this. C: I think it would be a great idea trying to find objects and receiving achievements, just like in 2.7. But I don't think we should be able to carry them. We don't have dens in AM and LR, so I'm not sure why we could carry an item that has no fun...
- Sat Aug 11, 2018 4:34 pm
- Forum: WolfQuest 3 and Tower Fall Developer's Blog
- Topic: Genes Behind the Scenes Replies: 69
- Views: 28932
Re: Genes Behind the Scenes
I'm not a geneticist and I don't study it directly. I'm just trying to follow their logic path :). At face value, the "KK=lethal" assumption just seemed like a convenient way to make the K locus work for the game. Well, since KB/KB wolves almost never succeed in reproducing, one might say they are ...
- Wed Jul 25, 2018 11:14 pm
- Forum: WolfQuest 3 and Tower Fall Developer's Blog
- Topic: Genes Behind the Scenes Replies: 69
- Views: 28932
Re: Genes Behind the Scenes
Is there a similar gene to the K-locus for determining brown coats as well? Sort of. Your coat-colour paint-box has two paints only -- Eumelanin, which is dark brown/black, and pheomelanin, which is red. At A-locus, the genetic code says how to distribute these colours in the coat. Normally it says...
- Sat Jul 21, 2018 12:20 pm
- Forum: WolfQuest 3 and Tower Fall Developer's Blog
- Topic: Genes Behind the Scenes Replies: 69
- Views: 28932
Re: Genes Behind the Scenes
That's really interesting stuff, Beez. I wonder how heterozygous KK wolves are for other stuff. If dominant-black at K is a mutation that occurred in domestic dogs and was passed to wolves (seems pretty well proven that it is) and this happened only a couple of times (hmmmm...) then a KK wolf probab...
- Wed Jul 18, 2018 1:28 pm
- Forum: WolfQuest 3 and Tower Fall Developer's Blog
- Topic: Genes Behind the Scenes Replies: 69
- Views: 28932
Re: Genes Behind the Scenes
I believe that these genetics apply only to domestic dogs. Wolf genetics are similar, but a bit different. Also, the developers likely want genetics as simple and standard as possible for the game for the sake of ease. Domestic dogs have a bunch of possoble mutations that don't exist in wolves, but...
- Sat Jul 14, 2018 6:52 pm
- Forum: WolfQuest 3 and Tower Fall Developer's Blog
- Topic: Genes Behind the Scenes Replies: 69
- Views: 28932
Re: Genes Behind the Scenes
It just ain't so that being double-dominant black at K-locus is fatal. That pup would just be black. Unless it's got a recessive mutation at B-locus, and is 'chocolate' (brown), or at E, and is yellow/red, or somewhere else I don't remember which will make it the even grey they call 'blue' or 'silve...
- Sat Jun 23, 2018 5:25 pm
- Forum: General Wolf Discussion
- Topic: Have you ever seen a wolf? Replies: 335
- Views: 33935
Re: Have you ever seen a wolf?
I've only seen a wild one once, in Quebec, near Grenville-Sur-La-Rouge.
- Sat Jun 02, 2018 5:53 am
- Forum: General WolfQuest Discussion
- Topic: Ideas for New Episodes/Future Updates Replies: 930
- Views: 126938
Re: Ideas for New Episodes V2
Please give coyotes varying (realistic) pelt colors. I like this idea. I'm going to go ahead and second it. I think it would help make things a little more interesting and realistic. What would be great is if the coyotes learned -- if you bite one, or just chase it enough to tire it, it will stay f...
- Mon May 28, 2018 11:00 pm
- Forum: WolfQuest 3 and Tower Fall Developer's Blog
- Topic: Cleverer Coyotes Replies: 55
- Views: 23239
Re: Cleverer Coyotes
We need a tiny minority of coyotes who will respond to a play-bow and have a romp.
- Mon May 28, 2018 9:28 pm
- Forum: WolfQuest 3 and Tower Fall Developer's Blog
- Topic: May Q&A Replies: 31
- Views: 13962
Re: May Q&A
Will cattle ranch still be in WQ3? If it is, will it be its own level like before or are you going to make it walkable? IE: You travel to the ranch by walking there, rather than teleporting. We would like to make the cattle ranch contiguous with the game map, for naturalism and also so it’s availab...
- Sun May 27, 2018 2:08 pm
- Forum: WolfQuest 3 and Tower Fall Developer's Blog
- Topic: At World's End Replies: 26
- Views: 9722
Re: At World's End
My preference would be to make the invisible walls visible when you're near them. Translucent, visible wall, possibly labeled 'end of world' or 'edge of simulation'. I spend a fair amount of time checking the map to see if I'm at the edge of the sim, or if I'm bouncing off a feature that's just too ...
- Fri Apr 13, 2018 9:57 pm
- Forum: WolfQuest 3 and Tower Fall Developer's Blog
- Topic: New Tricks for the Pack: Improving MP functionality Replies: 115
- Views: 45556
Re: New Tricks for the Pack: Improving MP functionality
Some method of allowing players to check others for a readable profile of wolf character's gender, age, notes, as RP chat is pretty constantly interrupted by requests for this information. Also, maybe 'local chat' tab, where only the other wolves within x-radius of your own can hear you. Etc - Globa...
- Fri Apr 13, 2018 9:05 pm
- Forum: WolfQuest 3 and Tower Fall Developer's Blog
- Topic: Cliff Notes Replies: 27
- Views: 12200
Re: Cliff Notes
Oooh, yeah. These look fantastic.
I wonder if we'll be able to fall, maybe get knocked off a cliff by an angry ram.
Or recreate the thrilling conclusion of one of my favourite wolf stories, Badlands Billy, the Wolf That Won (Ernest Thompson Seton, 1905).
I wonder if we'll be able to fall, maybe get knocked off a cliff by an angry ram.
Or recreate the thrilling conclusion of one of my favourite wolf stories, Badlands Billy, the Wolf That Won (Ernest Thompson Seton, 1905).
- Wed Apr 11, 2018 11:15 pm
- Forum: General WolfQuest Discussion
- Topic: Ideas for New Episodes/Future Updates Replies: 930
- Views: 126938
Re: Ideas for New Episodes V2
[quote="Neamara"]@ Invar : while this is permitted within the forums found under the Other Topics category, please avoid quoting posts without actually adding anything to your own posts elsewhere, as doing so is considered a form of SPAM. :oops: Sorry! I was asked to do this to put an idea that came...
- Wed Apr 11, 2018 12:01 am
- Forum: General WolfQuest Discussion
- Topic: Ideas for New Episodes/Future Updates Replies: 930
- Views: 126938
Re: Ideas for New Episodes V2
It'd be hilarious and great if sometimes a carcass would, when mostly/completely consumed, spawn a Particularly Interesting Bone that you could carry about, and play fight over, and try to get two wolves biting-and-holding at the same time for tug-of-war. Maybe there's an Exceptionally Good Abandon...