The last few years have been pretty quiet for Bit Kid, but this year we finally broke the silence with the announcement of our next title, WOLFHOUND. It may have seemed like it came out of nowhere, but it’s been in the works for quite some time now. It was honestly a bit scary to secretly work on something for so long, not knowing whether anyone would be interested in it when it was finally announced, but thankfully, the overwhelmingly positive response from you all and the world put that lingering sense of dread to rest. Now we can march towards the finish line with the confidence that we’re on the right track!
The announcement trailer did a great job of getting across what WOLFHOUND is and how it plays, but I thought I’d take a moment in this update to focus on a few key design decisions and gameplay details that may not have been so obvious.
WORLD
While I’ve been striving to make each area of WOLFHOUND distinct, my goal was for it to feel like one massive, seamless locale. This meant the entire island, from the snowy mountain peaks at the top to the lava-filled chasms at the bottom, needed to fit on a single map. There are some other changes in this game as well to further enhance that feeling of interconnectedness, such as the camera panning smoothly between rooms as you explore, and no transition or loading screens between areas.
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