Ahh, sun, sand, sleeping in… Even here in Northern France, the summer’s here and with it comes vacation, long weekends, and lazy days…
Because, well, let’s be honest… We, too, like to take this time of year (except when temperatures are pushing 100°F, gotta keep it real) to take a break, our toes in the sand and the ocean at our feet, sipping a cool glass of fruit juice (what?) at an outdoor café… Just what we need to be in good shape and ready to tackle the start of the school year and the few months that separate us from our end-of-year goals!
So, until we get back up to cruising speed, in this post, I’d like to give you a quick update on the past few weeks and what’s in the works for the next few weeks. Get comfortable in your lawn chair, grab an ice tea, and read on!
Lots of players from France and the surrounding countries answered “present” to the call to share WAVEN’s first steps with us in July during Japan Expo in Paris, braving the waiting line and eagerly coming back again and again to test our very first demo. When I think about it, it warms my heart to see the enthusiasm that grew in a few days and spread naturally beyond the event itself… In truth, we had high hopes (obviously) for this first presentation. We wanted to get concrete feedback in real conditions in order to reassure ourselves about the direction we were taking with this game, or in the worst case, point us in a new direction rapidly if we’d made a serious blunder. And clearly, we weren’t expecting such an effervescent and positive response to these first tests that, what is more, only showed the 1v1 fight system. So, before anything else, we must thank you for these four days of sharing, discussions and enthusiasm; they were perfect to pump us up, give us tons of ideas, and let us envisage what comes next serenely!
— ToT (@Totankama) 7 juillet 2018
Now, about the demo in more concrete terms: six characters were offered, 3 Iops and 3 Xelors, each with a pre-built spell deck and, therefore, different gameplay. The idea was to show several gaming styles for each class based on which spells were chosen and which Shushu weapon was equipped.
At this stage, it’s important to really understand that when the game is released, there won’t be X Iops and X Xelors, but rather one character per class that you can customize when it comes to skins and gameplay. In other words, it won’t be a matter of unlocking the Flamboyant Iop or the Synchronizing Xelor, but rather of obtaining the Shushu weapons that correspond to these mechanics that you can then equip on your hero.
You’ll be able to unlock these weapons in different ways, either in-game as quest rewards, achievements or loot, or directly in the shop.
The game is then fairly simple and intuitive; this is a turn-based strategy game in which each player, one after the other, moves their character, attacks in close combat, casts their spells, and invokes their companions.
WAVEN does, however, have a few particularities that can be destabilizing at first:
- There is no notion of Range for spells like there is in our other MMOs; you can cast a spell on your opponent from the very first turn in the game, from the other side of the map.
- Moving characters is linked to their close combat attacks. In other words, if your hero is two cells away from your opponent, you must target your opponent directly to move and attack. If you only target the move cell, you can no longer attack, and vice versa.
- Close combat attacks do not need AP.
- You control your companions during the same turn as your hero’s turn, and in the same way.
To get more concrete understanding of how 1v1 combat plays out without having had the opportunity to test the game with your own two hands, you can (re)watch the demo’s presentation video (in French) available on Twitch after the event:
Over the four days of the Japan Expo, we also had the opportunity to talk with various journalists and YouTubers, whose interviews and videos (in French) can be found below: jeuxvideo.com, Millenium, Les Trasheurs & Humility.
Ever since Japan Expo, two questions have been coming up regularly: “When is the game going to be out?” and “Is the alpha coming soon?”… Might as well admit it, we’re in a bit of a pickle, because even though we are happy to see the hype growing, we have to be honest: The release won’t be happening right away.
In an earlier post, we mentioned a possible alpha at the end of 2018, combined with a Kickstarter campaign for the board game. Unfortunately, that won’t be the case. We are happy with what we’ve produced up to now, and with what we’re planning for the more or less short term, but we are not ready to offer an alpha version this year. It’s therefore wiser to envisage something for mid-2019, without a more specific estimate at this time.
Accordingly, the board game Kickstarter campaign is also pushed back to a later date.
Still, we do have good news for the most impatient among you (!) because we indeed intend to offer new testable demo versions at conventions before the end of the year!
As you know, we’re located in northernmost France, and very often, our players in the south of France wait desperately for us to head down south to enjoy a bit of sun with them for this or that event. Well, dear friends down south, you’re in luck, because we are not going to one convention down south this year – we’re going to two!
- Lyon Game Show, September 22 & 23
Those of you from Lyon should be thrilled: We’ll be attending the LGS next month for the first time with a demo version similar to the one we showed at Japan Expo. There might be time to make a few changes, but the features will be mainly the same and it will offer 1v1 PvP combat.
We’ll have more concrete news for you on what Ankama’s stand will have for you by September.
- Toulouse Game Show, December 1 & 2
A more regular date in Toulouse: We’ll be back at the TGS with a version that we want to be a bit more advanced when it comes to combat features, in order to offer alternative formats to just 1v1. Here too, we’ll get back to you with more details on what’s in store for you in the next few months.
Different projects are underway, especially regarding what we have planned for the TGS version when it comes to GD and Dev.
On the Creation side of things, the teams are notably working on the game interfaces, new scenery, and the size ratio between characters and map elements. That means gorgeous stuff is in the works to unveil soon!
Until there’s more news, feel free to use the comments to let us know what you’d like us to cover in our next blog posts, ask any questions you have about what’s already been covered, and share your suggestions and what you want when it comes to communication format, whether articles, videos, or something else. We’re listening to you!
Have a wonderful vacation. See you in September with lots of news!