On this last day of the year 2018, and before the festivities begin with your loved ones, we wanted to go back over the past few months and share our goals for those to come with you. A little appetizer before the main course!
2018 In Summary
There’s actually a lot to say because it really is the pivotal year for WAVEN.
From a strictly internal point of view, our various projects have led us to restructure the teams and think of new working methods, so as to move forward both wisely and collaboratively. It’s something that must appear blurry and abstract from the outside, but for us, it’s really important, nowhere near obvious, and we’re quite happy with our current dynamics and the many talents that make up our teams.
From a project point of view, the least we can say is that we’ve come a long way! DOFUS Cube took shape in the form of WAVEN and we refined it over the months, sometimes by rethinking the very foundation of a concept, sometimes by adding detail to certain steps, so as to come up with something good in 2018 through various demo versions. In this respect, it was a winning gamble – although our devs will not fail to point out that the coding was at times done “in a rush” in order to meet deadlines – and the prototypes offered at Japan Expo, Lyon Game Show, Paris Games Week, and Toulouse Game Show were each very well received, which allowed us to offer the very first PvP tournaments in Toulouse in December.
We have thus completed important projects in the space of a few months; first, everything you can’t see, but without which nothing would work, like server architecture and content optimization. Then, the core features of the game, namely 1v1 and 3v3 PvP, as well as Boss Fights. Finally, the ergonomics, UX, and game interfaces. Each of these points deserves to be refined and/or balanced, but most of the work is done and that’s what will allow us to offer an Alpha version in 2019.
Our opinion on this is that it’s the precise time-bound targets of the shows that allowed us to keep up this pace of production, and we’re committed to staying on course in 2019. The next date is in July with Japan Expo, and for the first time, we’re also planning on being at Gamescom in August, but all that’s still a long way away… and we really want to offer you an Alpha quickly… so for both you and us, that will be our goal for the first half of 2019!
2019, the Adventure Continues…
Through this Alpha, our intention is to offer you 1v1 PvP in order to generate as many fights as possible and allow us to balance the classes and game mechanics. It will go hand-in-hand with deck building to enhance the in-game experience in real-world conditions. We’ll be adding the missing Osamodas and Sram classes to the ones already in the game, as well as Eniripsa and… two other classes we’ve started working on.
We haven’t yet set out how you’ll be able to access this version because we’re still hesitant about the closed or public aspect of the Alpha. We’ll come back to this later, but in the meantime, you can check out the “classic” Eniripsa skin:
At the same time, we’ve defined three key major projects:
- UX & interfaces: Those who have had the chance to test the demo versions have been able to try out character selection interfaces that work rather well as part of a demo but are not the final interfaces. So we started thinking about ergonomics and how to gain access to the various features.
- The beginning of the game: So far, we have shown you various game modes, but there’s still no link between them, there’s no tutorial yet, nor a starting point to the game. It’s a big thing waiting for us that we’ll present to you as soon as we’ve made progress on this topic.
- “Solo” mode: Its internal code name, solo mode is the quest and exploration system of WAVEN. One of the mottoes for the project was “zero interface”, which is impossible, but in any case, as few interfaces as possible to better immerse you in the universe. We’re going with the same principle when it comes to quests; we came up with a system that favors replayability and more-dynamic content rather than dialogue with NPCs and a race to the four corners of the world. In the same context, we’re going to work on the underlying quest of the game, the outline of which will form the basis for new transmedia projects. Watch this space…
In another area, we’ll also be working on the official website in order to integrate it with the usual formats we offer and integrate a forum into it that is compatible with your Ankama accounts. Adjustments will have to be made to the existing features before applying them to WAVEN, but the aim is to offer the platform alongside the Alpha version.
Now you know our main areas of work for the next few months, all that’s left is for us to wish you all the best for the coming year. Cherish those close to you, make your dreams come true, be happy, and ride safely.
Happy New Year to you all, and we’ll see you in 2019!
The WAVEN Team