Waddle Warfare - First public release and old devlogs


This is the first public release of our game Waddle Warfare! A game that has been in development for ages, however hasnt seen much traction recently. All the features we wish to add to make the game funner and more succesfull are to expensive to develop with no intrest. Therefore, due to no development happening in the past could months, we are releasing it for free under the first public beta, to get feedback and more info on if this concept is one people would like. 

One day, when we get around to steam publishing, we mat finish this game, using those services for multiplayer functionality, however we have other projects in development that have higher priority. 

We hope you enjoy Waddle Warfare as much as we enjoyed devloping it and messing with physics. We hope to improve it soon! 

Feedback: https://forms.gle/9SYYQzUYu3AjcAnq5

Private Beta Devlog document: 

Waddle Warfare Log/Changelog

Coming Soon:

  • Story
  • Online
  • New AI and pathfinding systems
  • Improvements and bug fixes

Version Private Beta 0.1.3 / Public beta v1 (current):

  • Added Parkour maps and menu!
  • Fixed + improved + optimized Blur
  • Fixed not respawning on desert levels 
  • Added Image examples to settings 
  • Fixed super slow scrolling on vertical scrolling menus
  • Slight remodel of Forest Of Quacks maps to make them more playable and to fix graphical issues 
  • Added new Sakura Sea map (Vs, Local Coop, DUB modes) w/ most advanced VFX system yet for blossoms! 

Version Beta 0.1.2:

  • Updated Unity Version to 6000.0.26f1
  • Updated renderer to from built-in to URP 
  • Major updates to fog (Now have shadows!)
  • Entirely new sandstorm VFX
  • Fixed Ducked up bender spawn errors
  • Changes to lighting across levels (for better or worse engine required it)
  • Fixed exit button
  • Added MSAA post processing
  • Added shadow render distance setting
  • Added Presets to settings menu 
  • Added visual improvements and VFX to forest of quacks
  • Added funny Penguins and new VFX to Ice maps 
  • Added music
  • Added dash SFX
  • Added “Splash” effects 

Version Beta 0.1.1:

  • Added game “exit” button 
  • Fixed bug allowing user being able to do dumb stuff while purchase popup is open
  • Fixed issue on arctic aviary vs mode where game played itself 
  • Fixed floating rocks issue in Forest of Quacks 
  • Fixed “Jerking” of camera at game start on Duck Football and KOTH modes
  • Improved consistency of camera positioning on all maps
  • Fixed slight inconsistencies in the way ducks control (same duck controlled differently due to scaling in the physics engine, big up reub for finding this one)
  • Improved spelling punctuation and grammar 
  • Fixed rendering issues with god duck + updated model to look better
  • Added predictive interpolation to the WaWa Physics engine (Smooths out duck visuals and smooths controls) 
  • Balanced all enemy and playable ducks: 
    • Massive nerfs to enemy fridge duck 
    • Slight buffs to Smithington and demon duck enemies 
    • Buff to player fridge duck + smithington 
  • Fixed Mem leak when rematch or next round button 
  • Added Experimental sand shaders to desert VS (for some reason)
  • Stopped issue where result of game changes after game finished 
  • Stopped issue where game continued playing while result screen displayed 

Version Beta 0.1.0: 

  • 1v2, 1v2, 1v3, Football, King of the hill, Ducked up bender, Local Coop all playable 
  • Day/night cycles, map variants all in place 
  • 7 playable ducks (With different physics), 2 purchasable loot boxes 
  • Custom Physics for controls/gameplay 
  • Custom special effects renderers for Fog, fire and particles 
  • Custom settings for shadows, frames, fog quality (fog can tank fps), vsync 
    • Settings for lighting and render resolution coming soon

Files

WaddleWarfare-publicBeta1.zip 254 MB
20 hours ago

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