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Devblogs/2022

From Walkscape Walkthrough
Revision as of 05:28, 12 June 2026 by Bonez565 (talk | contribs) (Created page with "== [https://www.reddit.com/r/WalkScape/comments/zvk1o0/devblog_3_worldmap_and_travelling/ DevBlog #3: Worldmap and Travelling] == * Introduced the World Map and travelling systems. * Revealed that the world of ''WalkScape'' is called Arenum. * Explained that the map image acts as a background, with interactive locations placed over it. * Stated that the World Map is opened through the Travel option in the floating plus-button menu. * Noted that the next DevBlog was plann...")
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  • Introduced the World Map and travelling systems.
  • Revealed that the world of WalkScape is called Arenum.
  • Explained that the map image acts as a background, with interactive locations placed over it.
  • Stated that the World Map is opened through the Travel option in the floating plus-button menu.
  • Noted that the next DevBlog was planned for 9 January 2023.

World map

  • Locations were planned to have different types, including cities, towns, forests, mines, dungeons, mountains, and beaches, lakes, or rivers.
  • Cities and towns were described as places for NPC shops, services, quests, and similar features.
  • Forests, mines, mountains, and water locations were described as supporting different activities such as woodcutting, foraging, hunting, mining, agility training, cave fishing, and fishing.
  • Locations were intended to feel special and regional rather than repeating the same activities everywhere.
  • The World Map view was described as pannable and zoomable.
  • Tapping a location was planned to zoom in and show more information.
  • Location requirements were being considered, such as quest requirements or progression gates for new regions and continents.

Travelling

  • Travelling begins from a location information panel using a travel button.
  • The game was planned to create the shortest available path to the selected location.
  • Locations are connected to nearby locations with varying distances between them.
  • Each trip between two locations was described as being divided into ten waypoints, with the number of steps per waypoint depending on travel distance.
  • Multi-location routes were planned to chain automatically, allowing longer trips to continue in the background while walking.
  • Cancelling travel would return the player to the last reached location.
  • Travelling grants Agility experience, and higher Agility was planned to reduce the steps needed to travel between locations.
  • Travelling could be skipped in some cases through costly services such as wagons, or later through teleportation with high Magic level.

Discovery events

  • Completing waypoints could trigger a low-chance discovery-style roll for special travel finds.
  • Possible discoveries included treasure chests, unrelated skill experience, random encounters, quests, NPC dialogue, and region-specific items such as seeds or flowers.
  • The developer liked the suggested term "discovery events" for these finds.
  • Similar rare or special events were also being considered for other activities.

Art

  • maxchill had worked on location art for the game.
  • Location art was planned to use separated depth layers and animation to create a parallax effect.
  • The post described the intended travel experience as moving through changing scenery, such as from the cold regions of Jarvonia toward warmer areas.
  • The team was working on the Western Continent, described as having a more standard fantasy look with many interesting places.
  • Other continents were planned to have a more special look.

Discussion points

  • Asked whether all locations should be visible from the start or discovered gradually through exploration.
  • Suggested that unvisited nearby locations could appear greyed out until visited.
  • Mentioned that NPC dialogue could reveal additional locations on the map.
  • Raised the possibility of making exploration visibility an opt-in or opt-out option.
  • Introduced the Activity view, described as the main screen used while walking.
  • Explained that the Activity view is designed for quick glances while walking, showing essential progress information such as steps needed for the next level.
  • Noted that the view includes animations and a pop-up message for the most recent drop, with an option to disable this planned for the future.
  • Announced that maxchill had joined the project as lead artist and had already contributed new item sprites.
  • Stated that Activity view variations, such as travelling, would be covered in later DevBlogs.

UI

  • Bottom navigation was shown with Profile, Location, Activity, Quests, and Inventory views.
  • Navigation could be done by tapping buttons or swiping between views.
  • The Inventory view was described as likely being moved elsewhere and replaced with a feed view.
  • The skill experience bar shows progress for the skill mainly trained by the current activity.
  • A plus-button opens additional navigation options such as World Map, Market, Settings, and Inventory.
  • The character main level appears as a large circular progress display and gains experience from every step, even when no activity is selected.

Step counter

  • Explained that phone step counter data can allow progress to be gained even if the app was not open during a walk.
  • Listed benefits of this approach, including low battery use, distraction-free play, and allowing active gameplay after the walk.
  • Noted that step counter data may reset when the phone restarts.
  • Raised concerns about players gaining too many stored steps at once after not opening the app for a long time.
  • Suggested that limiting the number of steps gained while the app is closed could help preserve progression pacing.
  • Requested discussion and suggestions on how best to use step counter information.

Design principles

  • Reiterated that WalkScape should not be distracting or require players to stay glued to the screen.
  • Emphasised allowing players to enjoy walking, work, or other activities while passively making progress.
  • Criticised walking games that maximise screen time for ads and described WalkScape as aiming for a better, less intrusive experience.

Next DevBlog

  • The next DevBlog was planned for two weeks later on Monday at 12:00 GMT+0300.


  • Introduced WalkScape as a non-intrusive mobile game inspired by classic MMORPGs and fitness apps.
  • Explained the core gameplay loop: players choose activities in their current location, then complete actions by walking real-life steps using the device step counter.
  • Gave Nomad Forest woodcutting as an example, where chopping trees requires real-life steps and rewards logs and skill progress.
  • Described progression through skills, better gear, crafting, quests, story requirements, dungeons, and eventually combat.
  • Stated that development updates and discussed features are subject to change.
  • Announced a plan for biweekly DevBlogs, with the next post planned for 12 December 2022 at 12:00 GMT+0300.

Planned features

  • At least 20 skills, including Woodcutting, Carpentry, Agility, Mining, Smithing, Foraging, Fishing, Cooking, Fletching, and Alchemy.
  • World Map with varied places, adventures, and secrets.
  • Questing, achievements, regional tasks, and a main story across different continents.
  • Items, loot, materials, and rare special drops from basic activities.
  • High scores, leaderboards, global marketplace trading, PvP, and PvE combat.
  • Early access was expected to launch with limited features before receiving more content over time.

Development principles

  • Promised no ads and no greedy monetisation.
  • Planned a free-to-play option with substantial content and a possible affordable subscription for full online content.
  • Emphasised transparency, privacy, and zero tracking; GPS was only mentioned as a possible anti-cheat tool, with privacy-sensitive data not being saved.
  • Presented non-intrusive design as a core principle, with gameplay intended to run passively while walking and active management handled later.
  • Stated that level-up and similar notifications would be opt-in.
  • Committed to community feedback, Discord discussion, and strong UI/UX design.

Offline play

  • Addressed feedback from players who were not interested in MMO-style online features.
  • Planned a completely offline way to play, with optional cloud saving for backups or phone changes.
  • Offline play was planned as a single-purchase option, while subscribers would also have access to the full offline version.
  • A limited free-to-play offline version was also planned.