- A sad anniversary - 15 September 2023
Today the development of the remake of OLD makes 2 years! Just in time with some bad news though... First, the good news If you peek on the Trello page of the game, you can see that finally the first milestone is almost finished and there are just a few things to fix and to add some content to be released. Among other new features, the new main changes until today are - Bows are back! And now you can craft multiple type of arrows (pew boom explosive ones) - Crafting automation. Starting with just melting ore or cooking, these are going to be working on their own while you are far away if they have enough fuel available. - "Potion" making. Mix some herbs and minerals to get cool effects. Put in into a regular flask to drink it, or in a throwing flask to craft grenades with different effects. - Buoyancy physics, and not only for objects, sail the ocean with your own boat or raft! - Friend…
- Development - On the horizon - 26 May 2023
Hi! It's been a while without an update here. These months every hour (or almost) went into programming. I had some big trouble with optimization because of infinite world + multiplayer + physics, but it's running quite well now. So, as I said, nothing too visual to show yet, just a few words for a few features. Travel a lot, but get a home Take this words not for granted, as the design may vary along the development, but the goal is to achieve this. The new game design will make player travel. You will start in the center of the map, inside a relatively safe zone. Your main goal there is first to stablish a base and get some gear with crafting workbenches. Your ultimate goal is to travel outside the safe zone and find something, somewhere, but to do so you will need to progress, as there might be harder enemies or inaccesible areas which require new equipment. But don't worry! There wi…
- It's been a year - A dev letter - 15 September 2022
Hi everyone! Boring stuff, plain text ahead, you've warned! Today is a bit special. I felt that I needed to get a bit personal and explain you what happened all these years and why right now the game is getting... lets call it, an alpha "remake". One Last Day is a project that started the summer of 2013 as a hobby project. After a few months, a friend joined the development and we kept the project for fun. We kept for more than a year developing the game. As it was growing, in 2015 some friends who tested it suggested that it should be submitted to Steam Greenlight since it might get accepted, and it actually did, way faster than we expected. One Last Day was available in Early Access in 2015. Shortly after that, due to some events, my friend had to leave the development. For almost 6 (hard) years I tried to keep it going and find another developer to help me finish it with no luck. I c…
- Development - Crafting and building - 26 July 2022
Hey! The development state of the first stage has reached a phase where it slows down a bit but for a good reason. It's time to add content and finish some art! The code for the foundations stage is done, but now there's an huge lack of content. Time to add more materials, clothes, a few enemies and weapons / tools. It will take some time to design, model and texture all of them. At some point in the following couple months the experimental build will be accesible for everyone who wish to test it, but beware of this lack of content at first! Today let's talk a bit about the design of One Last Day and what's about to change. Crafting This is a heavy part of every survival game and in One Last Day I was doing it wrong. Crafting has been simplified but there's more depth now, let me explain. Before, to craft something, you needed to discover every recipe by mixing ingredients, which may so…
- Development - Gathering and items - 26 June 2022
Hey! Here's comes another post. As promised I will talk briefly about how gathering has changed in One Last Day. Lets make it easier So now there are 2 types of resources that can be gathered, classified in "soft resources" such as flowers, mushrooms... and "hard resources" like stone, minerals, components... Soft resources can be gathered at almost any moment just pointing at it and pressing the interaction key. As their name says, they are quite soft, so hitting them wont provide any resource and as instead they will be damaged or destroyed, so just grab them! However this changes with hard resources. You will need to hit them, but don't try to cut down a tree with your fists, it will take forever (still possible tho... your choice). As instead you will be able to use a specialized tool, so yeah, to cut down a tree use an axe, to break some stone use a pickaxe, to demolish a wall use…
- Development - Eyes to the sky! - 12 June 2022
Hey! I know! The banner shows a guy gathering a mushroom, but I'll talk about how gathering has changed in another post! Today I'm going to talk about something that has changed also a lot and will affect the way you play, weather and wind! Global weather As you know, the current weather system in OLD is based in a bunch of clouds roaming around, some of them with rain. It looked sometimes cool, but it didn't feel that there was an actual storm, just a passing cloud. So here's where the global weather system kicks in. Now there are a few weather presets that will change randomly and affects weather, lighting, fog, visibility, sounds and even the wind. And yes, wind is something that will become really relevant in OLD. In this stage this weather is truly global, which means that when it changes it does for everyone in the server, regardless where they are. However, it wont be the same a…
- Clean up and brief roadmap - 3 June 2022
Hey! This announcement is a bit boring but necessary. Just to sum up the most important parts of this post: When the "Stage 1 - Foundations" is done the update will be published replacing the current version of One Last Day The new version will be quite different of what's published today So, to avoid confussion when the new version comes out beware that some posts and community content might be removed, but there will be a backup Brief roadmap This time there's a full design and a roadmap. The development of One Last Day has been splitted into these 3 stages very briefly explained. Stage 1 - Foundations This stage is about to be finished. It is really important to have a good base or foundation to build the rest of the content, otherwise it might happen the same that happenned before, content was cut. Stage 2 - Polish and first content round In this one some new core features will be a…
- Development progress - 21 February 2021
Hold on for a second It's been several months since the last announcement, my apologies. Health has been delicated this year and affected the development due to the pandemic, but things are getting back to normal. Alright, enough chit chat, let me show you just a little bit, lets go! Character stuff After the last announcement I started working on the world, which looked too cartoony and it was too shiny. So I gave it a more stylized style which looks quite interesting, but the character just didn't fit. Let me introduce you... uh, let's call her Hannah to say something. She's the new and hopefully last character iteration for the game. To avoid extra iterations and useless work, I just made the female version of the character until I reach the first playable alpha milestone. So yes, just women in the game for now, I'm still learning art and I'm a bit slow on it yet. The male version wi…
- Just a bit - 28 June 2020
This is just a taste of what is being done. As you can see, One Last Day characters are changing a lot (they have knees now!). A full humanoid character is now playable and customizable, either men o women. After many iterations and many tries (we went from cartoony characters, anime like, to even a more realistic approach), this is the design that keeps the feel and fits with the original idea of the game. Clothing, shading and other details are still on the work but the main base is done. So keep in mind that how they look may change in a future, but the style will remain. The new model Characters are now cut and separated in layers, meaning that head, torso, arms, legs and other pieces are separated and can be combined into a single layer. By default there are headsets, hair, face accesories, torso, hands, legs and shoes. And this can be expanded with as many layers as we want add, t…
- Important notice - 8 June 2020
I know I promised my next post with screenshoots, but I felt that I needed a bit of plain text to explain you some things. Short story about the studio Bloodwolf Studio started as a hobby composed mostly by just me, but someone else joined. This person left the team a few years ago because personal reasons. He did an amazing job. After that, the studio was a bit stranded looking for help. We tried several times with new integrants but we couldn't get it working as we wished (mostly because again, personal reasons). Finally I've met a few guys that will eventually help if the can with everything. I would be happy to introduce them to you in future posts talking about their contributions. One Last Day future The game started its alpha very different of what's today on Steam. The original idea was too hard for us, and thus we hadn't a clear design and a goal so we ended creating a zombie s…
- New world system, how should it work? - 10 November 2017
Hi everyone! We are working so *censored* hard that we have no time to lose, but hey, at least you deserve to know what's going on. So we are changing the game a lot, and I cannot show you anything yet about the game aesthetics but I can speak a little about how the world is going to work. New world system on sandbox mode Right now, as you know if you own the game, the world of OLD is limited, if you go too far away some kind of alarm will sound until you character explodes. In one of the last updates I said that this is gone now, you can go further, there's no limits, just sea on the horizon! So this is the first thing that changed about the world system, we are working on an island concept. Let me explain myself. Today lets talk about the first map or "heightmap" generator, the one that you can see and tweak on the main menu when creating a new map. Now this heightmap will be an islan…
- New world system, how should it work? - 10 November 2017
Hi everyone! We are working so *censored* hard that we have no time to lose, but hey, at least you deserve to know what's going on. So we are changing the game a lot, and I cannot show you anything yet about the game aesthetics but I can speak a little about how the world is going to work. New world system on sandbox mode Right now, as you know if you own the game, the world of OLD is limited, if you go too far away some kind of alarm will sound until you character explodes. In one of the last updates I said that this is gone now, you can go further, there's no limits, just sea on the horizon! So this is the first thing that changed about the world system, we are working on an island concept. Let me explain myself. Today lets talk about the first map or "heightmap" generator, the one that you can see and tweak on the main menu when creating a new map. Now this heightmap will be an islan…
- IMPORTANT NOTICE - 29 October 2017
We're glad to announce that One Last Day will be getting a whole redesign coming soon. This includes not only general aesthetic (models, textures, and so), but also we're improving and changing lots of gameplay elements. The essence of the game and the open world / sandbox mode will be still there, and more than ever, so you don't have to worry, but over that, we are going to make this game more multiplayer focused. And there comes the important part of this notice: Updates of the game will be suspended until we have the new version ready, however, we are going to post every progress made in this new version so you can provide us feedback and get some free hype, if you like it. We will be talking about a new game mode coming and some details of the first changes on the game aesthetic, which is now in charge of IVM, the new member of Bloodwolf Studio. I'm certanly sure that you will love…
- IMPORTANT NOTICE - 29 October 2017
We're glad to announce that One Last Day will be getting a whole redesign coming soon. This includes not only general aesthetic (models, textures, and so), but also we're improving and changing lots of gameplay elements. The essence of the game and the open world / sandbox mode will be still there, and more than ever, so you don't have to worry, but over that, we are going to make this game more multiplayer focused. And there comes the important part of this notice: Updates of the game will be suspended until we have the new version ready, however, we are going to post every progress made in this new version so you can provide us feedback and get some free hype, if you like it. We will be talking about a new game mode coming and some details of the first changes on the game aesthetic, which is now in charge of IVM, the new member of Bloodwolf Studio. I'm certanly sure that you will love…
- #UPDATE 0.29a - Performance and changes - 30 July 2017
Hey! How is it going? So here we go again, here you have a new update, but remember, as I said in the last post, these updates are going to "change" the game for the new coming version. However, you are getting a big performance gap between this new version and the last one, and more performance is coming. This update contains a bunch of techinical stuff that you might not understand (or you might do), but it should be doing a great job anyway. Performance Voxel system is being reworked and optimized. The game modes we have in mind require a constant, stable fps rate and our goal is to get the best we can. Some UI and AI is being reworked too, and they will be improved a lot in the upcoming updates. Content removed Don't kill me yet! Wait! I'm removing some content from the game for a simple reason. This content is causing a lot of performance spikes and as I said, our current main goal…
- #UPDATE 0.29a - Performance and changes - 30 July 2017
Hey! How is it going? So here we go again, here you have a new update, but remember, as I said in the last post, these updates are going to "change" the game for the new coming version. However, you are getting a big performance gap between this new version and the last one, and more performance is coming. This update contains a bunch of techinical stuff that you might not understand (or you might do), but it should be doing a great job anyway. Performance Voxel system is being reworked and optimized. The game modes we have in mind require a constant, stable fps rate and our goal is to get the best we can. Some UI and AI is being reworked too, and they will be improved a lot in the upcoming updates. Content removed Don't kill me yet! Wait! I'm removing some content from the game for a simple reason. This content is causing a lot of performance spikes and as I said, our current main goal…
- Upcoming updates - 16 July 2017
Since the last update (long ago), many things have passed. As you now I was the only one keeping the development alive, but I have also bills to pay (they are growing up every year... sigh*). Fortunately some else joined the Bloodwolf Studio team (IVM) and we finally decided to start the game from scratch using the same base. All the art will be changed for a better game. Gameplay will be changed also (sandbox will be kept and improved, but it wont be the main game mode). Upcoming updates Since we are changing the whole game using the same base, I'm going to upload some updates that will improve performance of the current state of the game, for some users with an average mid-low computer this might mean a lot. Remember, again, we are changing the game completely (I'm sure for a better way), and this means that some buggy or cost expensive content will be removed gradually in the next up…
- Upcoming updates - 16 July 2017
Since the last update (long ago), many things have passed. As you now I was the only one keeping the development alive, but I have also bills to pay (they are growing up every year... sigh*). Fortunately some else joined the Bloodwolf Studio team (IVM) and we finally decided to start the game from scratch using the same base. All the art will be changed for a better game. Gameplay will be changed also (sandbox will be kept and improved, but it wont be the main game mode). Upcoming updates Since we are changing the whole game using the same base, I'm going to upload some updates that will improve performance of the current state of the game, for some users with an average mid-low computer this might mean a lot. Remember, again, we are changing the game completely (I'm sure for a better way), and this means that some buggy or cost expensive content will be removed gradually in the next up…
- [Progress] Big changes - 22 February 2017
Hi! Long time without an update. My life has become a bit more complicated and I have less time to develop the game, but it's still under development, of course! And talking about development, I'm here to tell you about a few changes than may change the game how looks, feels and plays. Traveling around the map As you know, I have an infinite map on OLD working (not yet published, but working). This map is going to change a lot from the old system. When I was testing this new infinite map, I found the map boring, nothing to do, no progress. Yes, the essence is still the same, survive, but I wanted more, a partial goal or objectives to be done. So now we are talking about "pseudo-biomes". Don't expect biomes like other games, as instead, these zones will be some kind of map objective to be completed, for example a small town to be saved from some kind of enemy, an infected zone where you…
- [Progress] Big changes - 22 February 2017
Hi! Long time without an update. My life has become a bit more complicated and I have less time to develop the game, but it's still under development, of course! And talking about development, I'm here to tell you about a few changes than may change the game how looks, feels and plays. Traveling around the map As you know, I have an infinite map on OLD working (not yet published, but working). This map is going to change a lot from the old system. When I was testing this new infinite map, I found the map boring, nothing to do, no progress. Yes, the essence is still the same, survive, but I wanted more, a partial goal or objectives to be done. So now we are talking about "pseudo-biomes". Don't expect biomes like other games, as instead, these zones will be some kind of map objective to be completed, for example a small town to be saved from some kind of enemy, an infected zone where you…