Greeting Hunters,
Welcome to the second dev blog of Project Werewolf.
Today, we want to talk a little bit about wildlife, forests, and food sources in combination with our inventory system.
Firstly, we want to talk about the forests because we have a quite unique open world. The forests and all around them are procedurally generated, from small cabins (More in a future post) to how the wildlife behaves and which animals spawn at which biome.
Everything will be random once you start a new game.

The same spot with another seed

Even the potential food is different, from berries to herbs or trees with fruits on them.

Big POI's like the Farm or the Cathedral are not procedurally generated; they are handmade and will exist in every save game. You are free to use it as orientation! Our goal is to create a memorable, open world that tells our story but also changes once you begin a new game or you join your friends, so you always have something to explore and something new to find.
Now onto the inventory system. We chose a more realistic approach to the inventory system.
Upon starting the game, you have a backpack that uses a 3D tile placement system. Every item has a unique tile size that needs enough space in the backpack to fit properly. This ensures that a big part of a survival game, inventory management, won't be too easy yet also fits the immersion of a more realistic survival game.
You can rotate items:

And you can seamless equip gear:

Later on, you can use storage to store everything you want to keep. We are also working on a car system with a “trunk” inventory system so you can transport more resources with you. But more about this in a future post.
That's all for now, hunters. We hope you liked this dev blog, and we would appreciate your feedback and support according to the inventory system and the procedural part. Do you have any ideas or suggestions? Let us know in the forum or join our Discord.
See you next time,
Evolve games
