DEV LOG 11
Introduction
August has been another monumental month for the Wilders. In Dev Log 11, we dive into details regarding the highly anticipated Wilder World Land Drop, as well as share major progress on REBELLION – our AAA first and third person shooter experience. We also give a behind the scenes look at our presence at GamesCom in Germany and more.
Let's begin.
Wilder World Land and Mining
The first city in Wilder World is Wiami.
Wiami is powered by Metropolis. Metropolis encompasses the economic design, governance systems, and onchain protocols that power the Wilder World economy.
At the core of Metropolis is Land. Land is the permissionless, sovereign, and decentralized ownership of Wiami. At launch, each Land parcel will hold a unique quantity of Resources that can be mined by Miners. Resources are backed by WILD, making them easily tradeable and connected to the WILD token economy: A total of 100 million WILD (20% of the total supply) will be spread across The Island and Mainland Land plots (44,444 total) through Resources.
Ownable objects in Wilder World are the result of a digital supply chain process that converts resources (such as Iron Ore or Copper Ore), into usable game objects (such as buildings, clothing, vehicles or ammo), similar to the real world.
Metropolis delivers several benefits compared to existing virtual land:
- Inflation: In a near infinite virtual world with rapidly decreasing marginal costs, it is important to pace the production of digital goods with actual demand and player growth. Failing to balance this inevitably leads to the oversaturation of digital assets and a collapse in prices, disincentivizing new businesses and creators. Metropolis manages goods inflation by aligning the supply of new digital assets with scarce Resources mined from Land.
- Alignment: In order to align the interest of WILD holders and industry asset holders, it is important that an increase in utility in either category is positive sum for one another. WILD is required to increase the total amount of Resources available to mine in Wilder World, and Resources are required to increase the total amount of digital goods in Wilder World. This coupling creates a synergistic effect between the asset categories, incentivizing positive sum collaboration between the Wilder World DAO and Industry DAOs.
- Utility: Land offers utility in the form of participating in the Resource economy as a miner, developer or player. Similar to the real world, once Land is developed it can be used for different purposes. This includes everything from industrial activities such as mining and refining raw materials, to developing residential or commercial real estate, to stewarding public land and conservation. Metropolis offers different utility depending on the lifecycle phases of a land parcel, creating many different types of uses and economic strategies.
WILD will be required to purchase all in-world assets, including new industry mints, Land, as well as to increase the total number of Resources in Wilder World.
Wiami City Limits
Land is located in three primary regions:
- The Island - Genesis Land
- The Mainland
- No Man's Land
Wiami proper is comprised of the Island and Mainland, with No Man's Land existing outside of the official city limits of Wiami. Each region is subject to a unique urban plan, set of laws enforced by onchain contracts, as well as onchain community and AI run governance.
Each region is designed with unique experiences in mind. The Island maintains a focused urban plan to support city life. The Mainland enables mining, nature exploration, and promotes creativity for community development. No Man's Land is dangerous and full of surprises.
There will be separate drops for each region:
- The Land Drop 1 airdrop will happen sometime in late September or early October 2024. Please stay up-to-date on Twitter and in our Discord for details.
- The Land Drop 2 sale will begin in mid-late Q4 2024. Land Drop 2 plots will be released using a daily onchain auction priced in WILD. There will be 100 plots sold per day for 360 consecutive days. Further details will be provided in Dev Log 12.
- Similar to Land Drop 1 and 2, Trinity Keepers will be eligible for a complimentary airdrop or claim for Land Drop 3 (No Man's Land). The date for the Land Drop 3 airdrop and sale has not yet been set.
An important note for the Land Drop 2 airdrop:
The Trinity airdrop for Land Drop 2 will happen towards the middle to the end of Land Sale 2, in order to maintain market supply during these uncertain market conditions. Notably, Trinity plots will be reserved before the sale begins, ensuring rarity is properly distributed throughout the process.
The Island - Genesis Land
The first phase focuses on The Island, a vibrant and bustling area that will be the first playable region within Wiami. This region is designed to be the epicenter of community life in Wiami, featuring a mix of residential, industrial, and commercial zones where Wilders can establish their homes, businesses, and more.
Plot Categories
Land plots are divided into two main categories: drop plots and game plots.
- Drop Plots: These plots are allocated for the first land drop to Trinity Keepers and make up the majority of the available locations. Owners of drop plots will have the ability to customize their land within certain limits. Drop Plots are the only ownable plots on The Island.
- Game Plots: These plots are more gameplay focused and have been specifically designed by Wilder World to serve functional purposes essential to the world's experience, also ensuring the skyline of The Island is maintained.
The Genesis collection will encompass 4,444 Land parcels, all minted on Ethereum L1. These Land Titles will serve as your official onchain deed of ownership, revealing the details of the specific plot of Land you own on The Island. Land on The Island will be the cornerstone of a vibrant, interactive environment, and robust economy. In-world utility will deliver essential functions and experiences across residential, commercial, industrial, and mixed-use zones. Each plot on The Island will come with a building pre-constructed on it, which can be upgraded in the future from mining raw materials from The Mainland.
Genesis Land Airdrop for Trinity Keepers
On Wednesday, August 21, 2024, at 12:00 UTC, we successfully captured a snapshot to finalize the Land Airdrop List for The Island - Genesis Land. If you were included in this snapshot, you are now free to move your assets as needed.
Trinity Keepers will soon receive their Genesis Land Title NFTs, and will be airdropped one Land Title for each Trinity held at the time of the snapshot. These titles are your official proof of ownership, revealing all details about the specific plot of Land you own on The Island.
View the Land Title Airdrop List here.
Land Genesis Drop Details
- Location: The Island
- Date: The Genesis Land Airdrop will take place in late September or early October 2024.
- Quantity: A total of 4,444 Land Titles will be airdropped to eligible Trinity Keepers.
- Chain: Ethereum L1
- Delivery: Trinity Keeper Airdrop (GENs excluded).
- Eligibility: Eligible Trinity Keepers were captured in a snapshot on Wednesday, August 21, 2024, at 12:00 UTC. Trinities formed after the snapshot will not be eligible for Genesis Land.
- Utility: In-world utility, providing essential functions and experiences within Wilder World via residential, commercial, industrial, and mixed-use zones.
- Chain-Length Rarity: The snapshot automatically recognized the longest possible chain by default, meaning if you held a longer chain (e.g., a 4, 5 or 6-chain), it was identified as a single chain rather than one, or more Trinities (3-chains). Those with longer chains will have a higher probability at receiving rarer land. A more detailed explanation can be seen here on Wilder Wiki.
- Land Title: Trinity Keepers will be airdropped one Land Title, per Trinity held at the time of the snapshot. The Land Title acts as official proof of ownership. Each NFT will contain information on its location, and how its zoning will work, along with any details around its building constraints.
- Remaining Plots: Any plots of the 4,444 that aren't claimed by Trinity Holders will go to the Wilder Land DAO.
Neighborhoods, Zoning and Plot Distribution
Neighborhoods
The Island is divided into eight distinct neighborhoods, each with its own unique architectural style. This will influence the style of the kits you have access to when building or upgrading your building in a particular neighborhood. For example, one neighborhood might showcase modern, sleek buildings, while another might embrace a more sci-fi or industrial aesthetic. These styles go beyond mere appearance; they influence gameplay by determining the types of businesses that can flourish in each area and the specific resources required for construction.
- District Zero: 649 (14.60%)
- Haven Heights: 973 (21.89%)
- Little Meow: 276 (6.21%)
- Tranquility Gardens: 658 (14.81%)
- Space Mind: 619 (13.93%)
- Nexus: 65 (1.46%)
- Flashing Lights: 260 (5.85%)
- North Star: 944 (21.24%)
- Total: 4,444 plots (100%)
Land plots have been categorized using advanced procedural systems to determine zoning types, locations, and building heights within each neighborhood, which are enforced onchain. These neighborhoods will have specific zoning regulations, designating areas for residential, commercial, or industrial use, while some will accommodate mixed-use development.
- Residential: 2,629 plots (59.16%)
- Commercial: 1,120 plots (25.20%)
- Industrial: 450 plots (10.13%)
- Mixed Use: 220 plots (4.95%)
- Legendary: 25 plots (0.56%)
- Total: 4,444 plots (100%)
There will be significant differences in plot areas, offering a range of options for development, from smaller, more compact properties to expansive land holdings. This diversity in plot sizes allows for a tailored approach to building and development, suiting different needs and ambitions within Wiami. Variation in size also impacts the rarity of each plot.
- Nano: 2,088 plots (46.98%)
- Micro: 1,486 plots (33.44%)
- Mini: 499 plots (11.23%)
- Mid: 182 plots (4.10%)
- Macro: 95 plots (2.14%)
- Mega: 49 plots (1.10%)
- Mammoth: 27 plots (0.61%)
- Giga: 18 plots (0.41%)
- Total: 4,444 plots (100%)
The distance a plot is from the ocean and bay will play role in determining the rarity of each plot:
Distance to Ocean
- Far: 3,480 plots (78.31%)
- Medium: 872 plots (19.62%)
- Close: 92 plots (2.07%)
- Total: 4,444 plots (100%)
Distance to Bay
- Far: 2,123 plots (47.77%)
- Medium: 1,454 plots (32.72%)
- Close: 867 plots (19.51%)
- Total: 4,444 plots (100%)
Buildings and Customization
One of the most exciting aspects of owning Land in Wilder World is the ability to customize and build properties according to personal or business preferences. Each Land plot comes with a building, and owners have the freedom to design and construct residential units, commercial shops, or industrial facilities, while adhering to onchain zoning policies. This customization process is intricately tied to resources and the WILD token economy.
The Island offers a diverse range of building heights, from lowrise to megatall structures, with each category influencing Land value, economic potential, and gameplay:
- Lowrise: 4,261 (95.88%)
- Midrise: 117 (2.63%)
- Highrise: 30 (0.68%)
- Tall: 13 (0.29%)
- Supertall: 12 (0.27%)
- Megatall: 11 (0.25%)
- Total: 4,444 (100%)
Building Construction: Wilders can use resources they have mined or purchased to build various types of structures, including residential homes, commercial shops, and industrial facilities. Each type of building will have specific requirements in terms of materials, which need to be gathered, traded, or purchased through the marketplace. Materials will be comprised of resources (ERC-20 bonding curve tokens backed by WILD), which can be mined from the Mainland.
Templates and Blueprints: Wilder World will offer blueprints for different types of buildings. For example, if you own a residential plot, you might choose from a variety of residential designs, while a commercial plot could offer templates for shops or offices. These templates provide a starting point, but Land Keepers can modify them to suit their preferences, adding or removing features as desired. Blueprints will be made up of a series of building panels that when combined create a full building.
In-Game Resource Profile Viewer
Within the game, you will have the ability to identify buildings by their NFT and resource profiles. An intuitive overlay will showcase the resource profile of each Land plot and structure, enabling you to access this vital information seamlessly in-game (as well as through a browser).
Selling and Renting Land
Land Keepers will have the ability to sell or rent their land, offering unique economic strategies and opportunities.
Selling Properties: Land Keepers will have the option to sell their plots of Land, including any buildings they have constructed. The utility of the property will be influenced by several factors, including the property’s location, the resources still available on the Land, the primary use-cases and quality of the site that has been developed. Land Keepers can also choose to dismantle a building and will recover resources, though only a percentage of the original materials will be returned.
Renting Properties: Beyond selling, Land Keepers can rent their properties to other Wilders. For instance, a Land Keeper might lease a commercial space to a Wilder aiming to open a shop or an industrial facility to someone in need of manufacturing space. This will foster a secondary economy, allowing players to generate income from their Land without having to sell it outright.
Mining Strategy and Combat
There will be multiple strategic elements for mining in addition to harvesting resources and building. Combat and strategy will be introduced, similar to a basic RTS (Real-time Strategy) game, or a board game like Risk. The majority of rewards will be able to be extracted using basic strategies, but for players interested in more competitive and strategic play there will be an opportunity for outsized rewards. Similar to all aspects of Wilder World, Metropolis will be versioned and iteratively improve using regular updates and version numbers.
Development Timelines
Metropolis and Wiami are among the most ambitious virtual cities ever attempted to be built. This means that there is a high degree of uncertainty as to exactly when and how specific features will be rolled out. A significant amount of technical risk has been reduced, and a number of systems are nearing completion, including five onchain protocols, as well as the majority of The Island from an in-game perspective.
Initially mining will roll out as a set of onchain contracts and metadata that links to the in-game experience. This will be accessible in a more focused browser-based game that enables onchain interactivity, along with viewing and managing resources on a virtual map of Wiami. Over time, more features will be moved and able to be experienced directly within the game engine.
Purchasing Land is a risk, timelines are uncertain, and we will focus on delivering things when they meet the quality necessary for us to succeed over the long-term. Wilder Land differs significantly, in that the city being built is dynamic based on actions taken by the Wilder Community, and building objects are a direct result of the Metropolis digital supply chain. Most mining games are trivial in comparison.
The Mainland
The Mainland is a resource-rich territory within Wiami, featuring 40,000 onchain Land parcels. The Mainland represents a vast, untapped area ripe for resource extraction, making it crucial for mining operations that will support the broader WILD economy. The Mainland will play a pivotal role in providing the materials needed for development on The Island.
Mainland Resources
Each plot on The Mainland contains embedded resources that can be mined using dedicated mining rigs or GENs. These resources are crucial for driving the economy within the metaverse.
Resource Scarcity, Extraction and Economic Dynamics
Land Keepers on The Mainland can deploy mining rigs to extract various raw materials, called resources, from their plots. Resources use a bonding curve mechanism using the ZBanc protocol, ensuring that there is a specific amount of WILD for every Resource minted. This mechanism enables players to easily trade resources back to WILD, and vice-versa, without the need for separate liquidity pools.
The liquidity in Wiami Land is self-regulating using free market principles. Resources operate via a dynamic bonding curve mechanism that allows market participants to mint (buy) and burn (sell) resources with WILD. This liquidity model is crucial for maintaining a balance in the economy, as it responds in real-time to the demand and scarcity of resources. This ensures that more common resources are easily accessible when necessary, while rarer materials carry a higher value due to their limited supply.
Different resources carry a different rarity, making them more or less expensive to mint. This is enforced onchain and set relative to one another, ensuring that certain resources are likely to stay more rare than others, even though their supplies are dynamic and set by market forces.
Once resources are minted, rarity is further enforced by ensuring that rarer resources are stored in more difficult to mine locations in the earth.
For instance, Copper ore, one of the most common resources in Wilder World, is typically found closer to the surface, making it easier and faster to mine. This accessibility makes it more available, cheaper to mine and less scarce. This is important due to its high use in construction and manufacturing within Wiami. On the other hand, rarer resources like gold and uranium are found deeper within the earth's core, requiring more advanced mining rigs, time, and energy to extract. This increased difficulty in mining reflects the scarcity of these materials and corresponding use in-world. The deeper the resource, the harder it is to obtain. This tiered system of scarcity creates an economic hierarchy of resources, where the availability and difficulty of extraction directly influences the market value.
There are 12 core resource types, each with their own level of initial scarcity:
- Iron Ore: 4,000,000,000 (87.9639%)
- Copper Ore: 250,000,000 (5.4977%)
- Bauxite Ore: 230,000,000 (5.0579%)
- Lead Ore: 40,000,000 (0.8796%)
- Zinc Ore: 22,000,000 (0.4838%)
- Tin Ore: 2,700,000 (0.0594%)
- Nickel Ore: 2,500,000 (0.0550%)
- Gold Ore: 50,000 (0.0011%)
- Silver Ore: 50,000 (0.0011%)
- Uranium Ore: 20,000 (0.0004%)
- Resource 11: Unknown %
- Resource 12: Unknown %
Total Ore: Estimated at 4,547,320,000
Dynamic Resource Supply: Please note that the total amount of supply across all resources types can be minted or burned using the bonding curve mechanisms described above. This means that on any given day the total amount of each resource is subject to expand or shrink. This is an important factor for supporting the development of the Wilder World economy, as player growth expands and contracts overtime.
Resource Depth: The depth and variety of resources vary by Land parcel. Once the primary supply of easily accessible resources is depleted, Land Keepers may discover additional, more valuable resources beneath the surface. Resources can be directly mined within the Metropolis browser interface, and either used or traded within the Wilder World Metaverse Market (WWMM).
Mining Rigs: We are preparing to release a range of mining rigs with a wide range of capabilities, each offering different sizes and features. Significant progress has been made in the early design phase, with a foundational concept developed, that includes a detailed breakdown of potential modular attachments. This concept will guide development teams, ensuring a consistent and cohesive approach to the construction of new rigs. The setup and modularity have been meticulously planned to align with the broader vision of the game.
Fueling Utility on The Island
Mining is not just about resource extraction; it plays a crucial role in Land development on The Island. Resources from the Mainland are essential for unlocking the utility and potential of Land on The Island.
Materials such as iron, copper, and other critical resources mined from the Mainland are vital for constructing and upgrading buildings on The Island. For instance, developing a commercial area may require these resources to build shops, commercial buildings, or industrial facilities. Similarly, constructing a residential structure on The Island might necessitate specific quantities of metal plates, glass, and wood sourced from Mainland mining.
This process fosters an interconnected economy where mining and construction are closely linked, driving the growth and development of Wiami.
Wilder World Metaverse Market (WWMM) and Trading
There will be a liquid marketplace where mined resources can be purchased and sold. Wilders who enjoy hands-on involvement can purchase a mining rig and extract resources from their Land, utilizing these materials for construction or trading in-game. Wilders can also opt to simply purchase the necessary resources from the WWMM.
Sustainability and Long-Term Growth
Mining is designed to support long-term growth in the metaverse. As resources are mined and used for construction, the economy becomes more robust. Land Keepers can continuously manage their resources and trade to expand the scope and scale of Wiami.
Over time, as resources are mined and depleted, the utility of Land parcels will inevitably change, just like in the real world. Plots with remaining resources may become more rare, while those that are fully mined may transition to being more focused on construction, development, and bringing forth different types of player experiences.
The relationship between The Island, The Mainland and No Man's Land ensures that the economy functions seamlessly across all regions. Wilders must strategically manage their resources and Land development, carefully balancing the demands of immediate growth with the goals of long-term sustainability.
Wilder Rebellion
This month, we have some exciting developments to share on the progress of Rebellion. The Game Studio has been hard at work refining key elements of the shooter game, from level design to movement to weapon mechanics.
Mission 0
Many large spaces in Mission 0 have been completed. Mission 0 serves as the first mission in Wilder World and begins to set the lore of the world as well as introduce players to the various mechanics they can use in the metaverse.
This scene shows a large water tower in one of Wiami's main central water facilities. The primary objective was to refine this area to ensure a clean and efficient build, ready for a seamless import as an advanced block out. Key features and lighting elements from the initial block out, which showed strong potential, have been carefully maintained. To aid the ongoing development, a series of renders and overpaints have been created, offering clear direction for the next phases of construction.
Hero Asset Doorway
Work on the hero asset doorway to the Water Facility, designed for an engaging opening sequence, has advanced significantly. This doorway is intended to be a standout feature at the start of the level, offering considerable animation opportunities. The asset is almost complete, with only a few minor adjustments and detail refinements remaining.
Skyline Views and Environmental Aesthetics
Attention has been given to designing various skyline views that are visible in Mission 0. The zig-zag corridors near the entrance are an ideal location for these views.
Room Development and Workflow
Progress continues on the level's interior spaces, with recent efforts focused on finalizing the first room. Work has already begun on the adjacent second room and the connecting corridor.
Shooter Interior HDAs
Our interior levels are continuously being panelized by custom floor and wall HDA block outs. These setups are skinned over the initial block outs for later editing in their parameters and panel types, to quickly change the design styles of different rooms and areas. The following images show our block out process and how we can quickly create levels that are later transformed by our art teams.
Remastering Assets for Set-pieces
The team is remastering key assets to create impactful set pieces, enhancing immersion and reinforcing the level's theme. The assets for this silo are ready for texturing and will be implemented in the level afterward.
Texture Sets and Asset Implementation
We developed and implemented over 30 texture sets for various panels, reflecting the wear and tear from the concept art. This allowed us to complete the first room in the level. With the first room finished, our focus shifts to expanding these textures to the hero areas, which are crucial to the overall level design and are being developed with meticulous attention to detail.
AR15 Firing Cycle – VFX Concepts
Progress has been made on the VFX concept for the AR15's firing cycle. The focus is on creating a realistic firing sequence paired with a punchy sound effect to enhance gameplay. The goal is for experienced players to recognize weapons by their distinct sound and projectile behavior.
Shotgun Development
A variety of shotgun types, including pump-action, semi-automatic, and fully automatic magazine-fed options, have been designed with modular components. This approach allows for different gameplay mechanics while streamlining the production process, ensuring that one set of meshes can be optimized and used across all variants. Additionally, work has begun on a special double-barrel shotgun variant, which will offer a unique close-quarters experience.
Shell Ejection System
With the core shooter mechanics in place, we are introducing a new shell ejection system. This feature ensures that weapon shells are ejected realistically, responding dynamically to world collisions. The spent shells now interact with the environment, bouncing and rolling in a lifelike manner, making every shot feel more impactful.
Procedural Camera Shakes for Gun Shooting and High Falls
We have introduced fully procedural camera shakes for gunfire and high falls, dynamically adjusting based on weapon type, projectile, camera distance, and fall speed. This system makes each event feel unique and responsive, intensifying combat and high-action moments.
New Grenade Types
To expand the range of throwable weapons, we're adding two new grenade types: incendiary and explosive, alongside the existing defrag grenade. Each offers unique damage properties and visual effects, providing distinct tactical advantages. The incendiary grenade inflicts continuous area damage with fire effects, while the explosive grenade delivers a powerful, high-impact blast.
Grenade Explosions
A range of explosion visual effects has been developed to match the variety of grenades and explosive devices. Tailored to different explosion types—from traditional blasts to infernos and pulses—these effects interact dynamically with the environment, such as creating splashes and ripples when a grenade detonates in water.
Low Health Indicator System
We have implemented a crucial Low Health Indicator System that provides both visual and audio cues when a player's health is critically low. This system activates a VFX screen overlay and alters the game's audio processing to create a heightened sense of urgency. By ensuring that players are fully aware when their character is on the brink of defeat, this system encourages quick strategic adjustments in combat.
New Crosshair Design
A refined crosshair design has been introduced, setting a new gold standard for the game's shooting mechanics. This system supports multiple unique designs tailored to specific weapons, but the focus was first on perfecting the default crosshair. The extensively refined design now serves as the benchmark for all future variants, ensuring consistency and precision across all weapon types.
Dynamic Screen System for Weapons
The Dynamic Screen System for weapons enhances both visual appeal and player awareness by displaying crucial information, such as ammo count and weapon heat, directly on the weapon's screen. This real-time data keeps players informed about their weapon's status, enabling more strategic decisions during gameplay.
Weapon Drop Functionality
The Weapon Drop Functionality introduces a crucial system, particularly valuable in multiplayer environments. This feature allows players to drop their weapons, enabling teammates to pick them up when they run out of ammo or need to switch guns for a more effective combat strategy.
New Simulated Water Surfaces
Dynamic water surfaces have been implemented, bringing a heightened level of realism to the game. These water surfaces react dynamically to the player, projectiles, and other items like grenades. Utilizing a AAA-grade liquid simulation system, this feature ensures that interactions with water—whether it's a ripple from a footstep or the splash from an explosion—are depicted with striking accuracy.
Afterlife VFX
To emphasize the simulation concept, a custom low-health and afterlife visual effect has been developed. As the player's health declines, a fractalized digital pattern gradually emerges at the screen's edges, intensifying with further damage. Upon elimination, the afterlife effect fully engulfs the screen, immersing the player in a vivid, fifth-dimension digital animation.
Shooter Level Section 5
The final section of the first shooter level is taking shape, revealing the heart of Wiami's vital water treatment system, HYDROLINK. This area is not just a critical facility—it's the lifeblood of the city. The FORUM's calculated breach of NEXUS, targeting HYDROLINK, threatens the very survival of Wiami. As a Wilder, this is where you will make your stand. Players will fight to repel the FORUM, secure the facility, and defend Wiami. This high-stakes battleground will be a focal point of the level, blending intense combat with the rich lore of the city’s ongoing struggle for survival.
Kinetic Gloves
The Kinetic Gloves design has reached an advanced stage of completion. The team has ensured that the gloves match all necessary details and breathals, maintaining consistency with the modular color system. Work is ongoing on the palm design, focusing on how the gloves fit and deform with hand movement.
Moonboots VFX
Moonboots are a unique item in the shooter experience, allowing players to jump high and hover for a limited time. The design features rocket thrusters on the bottom and sides, which require flame propulsion effects when activated. These effects are created using real flame physics and directionality, adding a realistic touch to the gameplay experience.
Third-Person Shooter
Locomotive Animations
Building on last month's progress, the new third-person locomotion animations are now integrated in-engine as part of the evolving locomotion system. The system features a fully functional strafe mechanism with multiple movement speeds, including crouch, walk, jog, and sprint. These animations add fluidity and responsiveness to character movement.
First-Person Shooter
Modular Attachments for FPS
Modular attachments like CQB (Close Quarters Battle) sights are being prepared for first-person gameplay, and essential gameplay elements such as explosive barrels, crates, and a gravity lift are in development.
Weapon Animations
The AR-15 animation set has undergone further polishing and improvements, contributing to a more refined and realistic weapon experience. In addition to these specific updates, general system enhancements have been applied, benefiting all weapons across the game and ensuring a consistent, high-quality gameplay experience.
Weapon Switching
A first-person shooter is incomplete without a wide array of weapons, and the latest version of the game now features weapon switching. Each weapon has been given unique, design-driven switching speeds, ensuring that every weapon feels distinct.
FPS Animation Set for The Shmalnoy
The first-person animation set for our pistol, The Shmalnoy, is now complete. Over the past month, our talented animation team has meticulously crafted each animation, from walks and fires to reloads and inspections, ensuring every movement is detailed and precise.
Enhanced Mantling System
To improve gameplay fluidity, additional attention and polish have been applied to our mantling system. This update is complemented by beautifully crafted first-person animations, making the action feel smoother and more immersive.
Independent FOV System
A new system has been established to maintain visual control in first-person gameplay by allowing for an independent field of view (FOV) for hands, weapons, and the surrounding environment. This setup ensures that players can customize their world FOV to their preference without compromising or altering the visual integrity of the first-person experience.
Core Development
Over the past month, the core development team has implemented several key updates and enhancements across various aspects of the game.
Database-Related Improvements
- Optimized Race Data Handling: Adjustments have been made to the transmission of race information to the database, resulting in more efficient data storage and retrieval.
- Enhanced Data Processing: The process of saving race data has been refined to ensure faster retrieval times and increased precision in recording race results and player achievements.
Servers and Infrastructure
- Custom Lobby Server: The team is developing a custom lobby server aimed at enhancing the user experience. This new server will provide a more tailored and responsive environment for players to connect and interact before starting their games.
- Improved Server Stability: Enhancements have been made to prevent servers from restarting during database resets, ensuring uninterrupted performance and reducing downtime during maintenance.
- Player Connection Notifications: A new feature informs players when all servers are occupied, reassuring them that they will be connected as soon as a server becomes available.
UI Adjustments
- Streamlined Main Menu: The main menu UI has been revamped to improve navigation, accessibility, and overall visual appeal.
- Enhanced Gamepad Navigation: Gamepad controls have been fine-tuned to provide smoother and more intuitive navigation, allowing players to make quicker and more accurate menu selections and in-game actions.
Fueling and NOS Enhancements
- Vehicle-Specific Tracking: Fuel and NOS data are now tracked separately for each vehicle, allowing for more precise performance management and gameplay strategy.
- Purchasable Resources: Players can now purchase NOS and fuel either in the garage or at fuel stations, adding new strategic options for resource management and gameplay customization.
Racing Improvements
- Stability and Performance Fixes: Issues affecting multiplayer and solo racing modes have been addressed, leading to improved stability and a smoother gaming experience for all players.
- Performance Improvements: We have optimized underlying systems to reduce latency and improve server synchronization, delivering a seamless racing experience across all modes.
Garage and Vehicle Customization
- Engine Performance Dependency: Vehicle customization now includes features where engine performance is influenced by car body modifications. This update, along with the introduction of new vehicles and customizable body parts, offers players greater flexibility in personalizing their cars and enhancing their driving experience.
- Expanded Customization Options: The garage now includes a wider selection of vehicles and customizable parts. With new chassis, spoilers, paint jobs, and decals, players have more flexibility to tailor their cars for both performance and style, ensuring every vehicle suits their unique racing strategy and aesthetic.
Procedural
Alleyway Network
A new system was added to the city master planning which embeds a network of alleyway conditions throughout the city blocks. These alleyways can be used for all kinds of gaming experiences, including racing shortcuts. The procedural algorithm which adds alleyways automatically adjusts existing buildings on the lot and adds a proper sidewalk ramp up from the street.
Building Setbacks
Plot buildings have been systematically linked to the sidewalks and their varied width conditions. Now procedurally generated buildings automatically setback and adjust to align to the lot side edge of the sidewalk each building is next to.
Cliff Meshes
A significant portion of Wiami's island perimeter and canals features rugged cliffs, contrasting with the smoother ocean-facing beaches. To enhance realism, procedurally scattered rock meshes have been strategically placed along these edges.
Curb Collisions
Driving onto sidewalks and medians is a thrill in a virtual city, offering a sense of freedom not possible in real life. To ensure a smooth transition when driving onto curbs, custom angled ramp collisions have been invisibly placed around the sidewalk edges. These adjustments allow vehicles to easily hop onto curbs without getting stuck or crashing, enhancing the overall driving experience.
MIW Merge Progress
Significant strides have been made in merging MIW into the larger Wiami landscape, with all buildings and most set dressings successfully incorporated. These structures and assets have been adjusted to fit the new city grid and road systems, creating a more realistic and cohesive city experience.
Overpass Entrances
The overpass entrances have been revamped with a sleek new design that not only enhances aesthetics but also improves approach and exit angles to the street. When placed, these entrances create clean, well-resolved sidewalk cuts with rounded edge turns, ensuring smooth driving transitions. This process occurs procedurally as the overpass ramps connect with the sidewalk edges.
Overpass Turnarounds
Overpass highway systems can often have long stretches between exits, so procedural breaks have been added in the medians to allow for emergency U-turns or to serve as racing shortcuts. Since the entire overpass is a procedural system, implementing new features like these turnarounds can be done quickly and easily throughout the network.
Prop Knockdowns
The city streets have many obstacles and obstructions that can potentially be hit by cars. These objects such as streetlights, bollards, guardrails, etc. should react to being hit. Physics simulations are being applied to every streetside object so that they appropriately fall and break when hit by a vehicle as opposed to the vehicle just stopping without the object moving at all.
The Mainland and No Man's Land
The mainland rings of Wiami and the mountains containing No Man's Land have been integrated into the level using a modular terrain system. The mainland rings are distinct to Wiami, creating its iconic motif and, creating distinct zones for future mining and development. The rugged mountains of No Man's Land serve as a unique terrain that give an expansive sense to Wiami from all angles of the city.
Wall Damage
Drivers often crash into more than just other vehicles, so specialized effects have been developed for collisions with environmental objects like walls and buildings. These impacts generate procedural decals that vary depending on the speed, angle, and force of the vehicle, as well as the material of the object being hit. This system ensures realistic and dynamic damage effects across various surfaces.
Wheels
Wercedes WLK-WTW WMG 1998
The Wheels team has made substantial progress on the Wercedes WLK-WTW WMG 1998 model, designed to integrate seamlessly into the dynamic city of Wiami.
Wercedes Design Inspiration
Our goal was to create a vehicle that not only looks futuristic, but also embodies the advanced technological capabilities expected from Wilder World. Drawing inspiration from sci-fi films, modern electric vehicles, classic endurance prototypes, and speculative automotive designs, the WMG 1998 merges cutting-edge technology with sleek, futuristic aesthetics.
The vehicle features a highly aerodynamic shape with smooth curves and sharp edges, improving both its speed and stability. Advanced materials mimicking carbon fiber and metallic alloys give the car a realistic texture and sheen, enhancing its durability and visual appeal. The low, wide body design lowers the center of gravity, improving lateral grip and high-performance handling, while also giving the car an aggressive, road-hugging stance.
Attention to Detail
The Wheels team, with invaluable assistance from Wilder World's artistic directors, meticulously crafted the Wercedes WLK-WTW WMG 1998 to ensure it fits seamlessly within the game's futuristic city environment.
The wheels of the car feature intricate patterns and glowing rims, designed not only for visual appeal but also to minimize aerodynamic drag and maximize cooling efficiency, perfectly complementing the advanced infrastructure of the city.
The engine bay is exposed, showcasing the futuristic propulsion system with detailed mechanical components.
This open design enhances airflow and cooling while allowing players to appreciate the exceptional detail of every bolt, screw, and cable surrounding the engine. Additionally, the car’s advanced suspension system is visible through airflow openings in the fenders, with complex animations and exotic materials that highlight the sophisticated engineering behind the vehicle.
Challenges and Solutions
Throughout the development of the Wercedes WLK-WTW WMG 1998, the team faced and overcame several challenges to create a vehicle that seamlessly blends realism, performance, and futuristic design elements.
Balancing Realism and Futurism: One of the primary challenges was achieving the right balance between realistic car features and futuristic elements. We went through several iterations and gathered extensive feedback from our top artists to ensure that the vehicle embodied both authenticity and advanced technological aesthetics.
Optimization for Performance: Ensuring that the car model runs smoothly in the game without sacrificing visual quality was critical. To address this, we optimized the polygon count and employed advanced texturing techniques, allowing us to maintain high performance while preserving the intricate details of the design.
Canopy Access: A standout feature of the WMG 1998 is its canopy, which opens entirely to allow access to the cockpit. This design choice not only reinforces the car's futuristic aesthetic but also provides a dramatic and immersive entry and exit experience for players.
Future Plans
The next step in the Wercedes development is the detailed design of the interior cockpit. This space will feature futuristic seats, a high-tech steering wheel, and ambient lighting that dynamically reacts to the car's movement. The dashboard will include high-resolution displays providing real-time information, further enhancing the immersive experience for players.
Looking ahead, we plan to introduce additional customization options, such as color palettes, decals, and crucially, performance upgrades. The integration of our new physics engine will significantly elevate the driving experience, especially for high-end models like the Wercedes WLK-WTW WMG 1998.
The development of this futuristic car model marks a significant milestone for the Wheels team. The Wercedes WLK-WTW WMG 1998 is poised to significantly enhance the value of the Wheels digital asset collection within the game. By offering a model that combines cutting-edge design with unique features, we are providing our Wheels holders with a standout asset in the marketplace. This increase in value aligns with our commitment to prioritize the interests of our players, ensuring that investments continue to appreciate as we expand and update our game.
Avatars
Moon Boots
The Moon Boots have been brought to life through cross-disciplinary collaboration, involving art, rigging, and VFX teams. Meticulously crafted by this diverse group, the boots are designed to not only look outstanding but also provide an exceptional gameplay experience, making them as satisfying to use as they are to admire.
New Helmet
Further work has been conducted on the Forum Agent helmet, incorporating additional refinements based on recent developments. The video showcases improvements in both visual detailing and integration, further enhancing the helmet's overall appearance and functionality in-game.
Vehicle Entry Animations
With the introduction of new vehicles and locomotion systems, smooth transitions between being on foot and in a vehicle are essential. The new vehicle entry animations have been implemented to ensure characters can seamlessly get in and out of vehicles, enhancing the realism and immersion in gameplay.
The Odyssey
In Dev Log X, we introduced The Odyssey, a critical early step in our defense against the FORUM. This campaign has been designed to unify the Wilder World community through a series of missions, aiming to strengthen our ranks and enhance our defenses as we prepare for the upcoming Rebellion.
Update by the numbers:
- Participants - 887,169 (this number will change after the bot scrub)
- X Growth - 46.4k
- Instagram Growth - 5k
- Discord Growth - 15,3k
- Youtube Subscriber Growth - 8,9k
- Epic Games Wishlist Spot - we’re now ranked number 10!
PART I: Continued
We are thrilled to see such an enthusiastic response to the first stage of The Odyssey. Due to the large influx of participants, we have decided to extend the campaign timeline. This extension is crucial, as it allows us to effectively manage the surge of new Wilders joining the mission, resolve any issues with the platform, and ensure a smooth experience for everyone involved.
Bot Account Exclusion
As part of our commitment to maintaining a fair and rewarding campaign, we have taken significant measures to eliminate bot accounts from the participant pool. From over 1 million accounts that registered, we have successfully excluded hundreds of thousands of bot accounts. We continue to work diligently on additional solutions to further refine the participant base, ensuring that only legitimate Wilders are eligible for rewards. We are working on a number of updates that will ensure for more sybil protection, like removing any accounts who haven't connected Discord or X, a captcha on login, and the ability to read token balances onchain to restrict bots from participating. This additional work will help ensure more rewards go to actual Wilders and not bot farms.
Partner Community Engagement
One of the most exciting aspects of this campaign has been the enthusiastic involvement of our partner communities. So far, 28 confirmed partners are actively participating. In August alone, we hosted 19 gaming nights where we showcased our Alpha title by racing the streets of Wiami with these communities. The feedback from these events has been highly positive, with the community expressing their love for the collaborative spirit and the competitive excitement they bring.
Looking Forward
As we move forward, the extension of the Airdrop campaign and our ongoing efforts to refine the participant pool will ensure that The Odyssey continues to be a fair and engaging experience for all. We will also utilize the extended campaign timeline to incorporate additional elements from the roadmap, such as the Land Airdrop, the launch of the new Marketplace, and the FPS release. We will also plan staggered releases and introduce new quests or milestones aligned with upcoming releases to maintain participant engagement and excitement throughout the extended campaign duration. We are grateful for the community’s support and we look forward to sharing more details about the upcoming phases of The Odyssey in future Dev Logs.
Out in the Wild
GamesCom 2024 was a record-breaking event, attracting over 335,000 visitors from around 120 countries to Cologne, Germany, marking it as the largest gathering in the event's history. The event showcased significant international participation, with more than 32,000 trade visitors. Alongside the physical attendance, GamesCom 2024 also set new milestones in digital engagement, achieving over 310 million video views across its various online platforms.
Wilder World made a memorable impact at the Samsung booth, standing alongside industry heavyweights like Illuvium, Activision, and Blizzard. Our prime location at the Samsung booth ensured a steady flow of eager participants, with crowds queuing up to race through the streets of Wiami on two high-octane simulators.
Gamers were excited to explore the MMED (Make Money Every Day) opportunities within Wilder World and were intrigued by our plans for the WILD token economy and the immersive open-world experience.
Wilder World took the stage at the Samsung Podcast Studio on Thursday, August 22nd. Zen Wilder joined the Samsung team to discuss the evolving landscape of Web3 gaming, sharing insights and exploring the future of interactive entertainment.
We kicked off the mornings on the Main Stage with the "Morning Show" on Thursday, August 22nd, and Saturday, August 24th. Alongside Illuvium, Samsung, and other industry leaders, Wilder World explored the latest trends and innovations, captivating the audience with our vision for the future of gaming.
The event proved to be a resounding success for Wilder World, significantly expanding our reach and exposure. The numbers speak volumes: over 250,000 views on event-related videos, 1,000+ players on the racing sims, and an audience of over 5,000.
We were delighted to witness the incredible support from the Wilder Nation at this event. A special shoutout goes to our dedicated Wilders—HooliJoey, Jeffme1ster, and Fadoesh—who spontaneously co-hosted a Wilder Discord Hangout VC with our Community Studio Team Managers, Lotene and Pimms, and Moderator, Bene, live from GamesCom. This unique and interactive experience not only brought the Wilder community together but also showcased the strength and unity of our passionate community.
Burning Questions
Q: When can we expect to materialize our Trinity Totems?
A: We will open the materialization phase before the end of the year. Wilders will have a specific time window to decide whether or not to materialize their totem. Materializing a Trinity Totem will result in burning the NFT in exchange for a physical object in OBR. This will be priced at cost.
Q: Can we still expect the 3 economic White Papers in Act II?
A: The full contents of the whitepapers are scheduled for release before the year's end, likely in two separate documents.
Q: When will Wheels staking be introduced?
A: The third testnet for our L2 blockchain went live last week. The staking contracts are audited. Wheels staking will go live shortly after the chain does. We're pushing hard to have Wheels staking live by the end of the year.
Q: Will the Lore for Wilder World be more organized at some point? It currently feels a little scattered. Additionally, is the comic aspect still in development, and can we expect more progress on that this year?
A: A: We haven't made further progress on releasing new comics, as AI image generation gained significant popularity after the release of the first one. That said, we do have 9 editions outlined and have experimented with building models that could bring these to life, though this isn't a priority and there isn't a clear timeline on this at the moment. We also plan to bring the lore more into the in-world experience which will make it more clear moving forward.
Q: Will the Mining Rigs be a Genesis collection? What steps can Wilders take to best position themselves for acquiring these Rigs?
A: Mining rigs will not be a Genesis collection. Avatars will be the last Genesis collection. We're currently working on the first batch of them and will reveal more details on these collections as they get closer to release.
Q: Will there be an AMA with Frank and n3o in the near future?
A: We will schedule an AMA in early Q4 once the Land title cards are dropped.
Q: How long will it be before our Land Titles are revealed as plots of Land on The Island?
A: The Land titles dropped for the Island will be in their final form. Each NFT will contain information on its location, and how its zoning will work, along with any details around its building constraints.
Conclusion
We are on the brink of an exciting new chapter in Wilder World with the upcoming launch of Wiami Land. This isn't just another release — it's a transformative step in our journey to create a fully immersive and functional WILD token economy. This launch marks the beginning of a dynamic new phase that will redefine digital property and unlock endless possibilities within Wilder World.
The Wilder Nation salutes the remarkable achievements accomplished in August. We made a significant impact at GamesCom, showcasing our Alpha title on a global stage with substantial reach. Coupled with another month of explosive updates from our game studio, it’s clear that we are not just building a game — we are building the metaverse.
With blessings,
The Wilders