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Devblogs/2022: Difference between revisions
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In 2022, DevBlogs #1–3 introduced WalkScape’s original concept, design goals, and early core systems. The posts outlined the game as a non-intrusive walking-based RPG inspired by classic MMORPGs, where players complete activities through real-life steps while avoiding ads, excessive screen time, and invasive tracking. They also presented early plans for skills, crafting, quests, combat, online and offline play, the Activity view, passive step-counter progress, and the World Map of Arenum, including travelling between locations, Agility experience, discovery events, and location-based gameplay. | |||
== [https://www.reddit.com/r/WalkScape/comments/zvk1o0/devblog_3_worldmap_and_travelling/ DevBlog #3: Worldmap and Travelling] == | == [https://www.reddit.com/r/WalkScape/comments/zvk1o0/devblog_3_worldmap_and_travelling/ DevBlog #3: Worldmap and Travelling] == | ||
Revision as of 06:22, 12 June 2026
In 2022, DevBlogs #1–3 introduced WalkScape’s original concept, design goals, and early core systems. The posts outlined the game as a non-intrusive walking-based RPG inspired by classic MMORPGs, where players complete activities through real-life steps while avoiding ads, excessive screen time, and invasive tracking. They also presented early plans for skills, crafting, quests, combat, online and offline play, the Activity view, passive step-counter progress, and the World Map of Arenum, including travelling between locations, Agility experience, discovery events, and location-based gameplay.
- 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.
