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Incline WOBBLEDOGS

Fedora Master

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DOG GOD SPEAKS TO YOU
Capture.PNG


What is WOBBLEDOGS?
Wobbledogs is a casual pet and genetics simulation with cute wobbly dogs.

"A 3D pet simulation where you raise your own personal hive of mutating dogs, physically simulated all the way down to their guts! Wobbledogs is a casual and chill sandbox for players of all ages who want to care for their very own virtual pets in a surprising, unique, and stress-free environment."

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Personally I enjoy this game a lot for multiple reasons:
- The presentation and slight weirdness (see Dog God above) of the game give it a unique feel
- There is no bullshit here, no politics, nothing anyone could be offended by, just chill and relax bro
- It does take some planning and skill to get exactly the kind of dog you want, like getting a dog with no legs and having it survive to old age...

Why you might not like WOBBLEDOGS:
- There is no real goal here and you can't lose
- The dogs behavior right now is rather simplistic and training them to avoid/prefer things takes a lot of clicking
- You can't mistreat dogs so badly they outright die. (You monster!) I've only ever lost dogs to old age.

heyShorter.gif


 
Last edited:

Fedora Master

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Patch v1.34

I'm putting the new mutation at the very bottom in case you wanna avoid "spoilers", but heads up that it's pretty rare and nothing in the game makes it easier right now, so it probably won't be super common!

Game Adjustments:
  • The tooltips when mousing over flora in the food dispenser menu now display the flora's effects (if discovered) instead of the flora's description.
  • Some slight performance improvements surrounding plants.
  • Some fairly drastic performance improvements surrounding loose physics objects in the event you don't have an active gravity machine. When this machine is active, a few of these improvements still apply but not the most major ones, as this machine requires some additional computation.
  • As a note, I'll be continuing to look at ways to increase performance going forward.


Audio:
  • Levitation now has audio associated with it!


Bug Fixes:
  • Petting sfx were not lowering properly with the sfx volume options menu setting, but should be now.
  • Petting squeak sfx on cocoons were way quieter than they should've been. They should now be in line with dog petting sfx.
  • Petting squeak sfx when using a gamepad would almost never trigger. They should play much more reasonably now.
  • The hunger need bar on the bottom of the screen was displaying the tooltip for stress instead of the tooltip for hunger. This has been fixed, and the hit detection on those icons has been adjusted so they're all easier to mouse over.


New Mutation:
  • Dogs can now have multiple heads! This mutation was tentatively in the game since launch but it had several issues and missing system hooks that meant it wasn't shippable. You may have noticed this trait going up during mutation but not doing anything. The genes were always present but not used, and now they are! I spent some time this week revisiting it and I believe it should now be stable enough and integrated enough for everyone to play around with! As a note, this mutation is fairly rare and no existing flora will make it more likely. Please do be aware that pushing this mutation to its extreme (usually with hand-edited/unstable dogs) will result in performance and stability loss just like with other extreme mutations. Additionally, the noises dogs with a ton of heads can make are sometimes a bit much!! I may look at toning these down in the future.
 

Fedora Master

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Patch v1.38

Game Adjustments/Updates:
  • There are now more ways to categorize dogs inside of the Storage screen beyond just marking them as "favorite". Previously favorited dogs will still carry over to this new system under the same star symbol.

  • Going forward, dog codes will now contain trait information for the exported dog! All existing dog codes should still be backwards compatible (assuming they're valid codes to begin with) with this system, but will still only apply random traits to their dogs on import.

  • As dogs mutate, they will occasionally extend the sizes of certain genes resulting in increased maximum values for things like leg number, body size, etc. In the past these genes could only ever get bigger, meaning that over time dogs would naturally always trend towards the more extreme body types. I've introduced a change with this patch that means these genes can sometimes now shrink back as well. There's still a greater chance of increasing gene sizes than decreasing them, but this should mean that dogs don't just continue to get more extreme no matter what. You'll have to select for these traits a little more intentionally. I will be monitoring this change going forward to make sure it doesn't make it too hard to breed towards extreme body types. It's very easy to adjust this mutation rate or even remove this change entirely if needed.

  • The bottom left corner of the user interface now shows the active dog's age.

  • The game no longer lets you map the Interact command to the same button as the Close Menu or Cancel commands. If you've run into issues with this and need to reset your controls, please email me at support@wobbledogs.com and I can help you out with that no problem!


Bug Fixes:
  • I was made aware of another way that manually edited dogs could break when generated, potentially resulting in soft locks or other bugs. This issue, stemming from invalid dominant/recessive genes, has been fixed going forward.

  • Dog names with the "^" symbol now correctly import/export.

  • Gut flora will now teleport back to their owning gut in the rare event they escape the gut boundaries.

  • Fixed an internal error related to dragging a newly rewarded toy out of your inventory.

  • Discovered that if you run through the tutorial more than once without closing the game in between, not all the variables reset properly, causing some undesired behavior and missing prompts. The tutorial should now properly wipe all its saved data and variable states between plays.
 

Falksi

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I hear the sequel is gonna star Divine Brown, and be all about her backstreet escapades.

Apparently it's titled "Gobblewogs"
 

Fedora Master

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Plant Management:
  • You can now view all your seeds from inside of a new gardening tab in Placement Mode. From this tab, you can plant a seed anywhere in a room.
  • A new button has been added to the bottom-center console inside this mode. When clicked, it lets you enter "Pruning Mode", where you can click on plants individually to remove them directly.
  • You can now click on the ground and command a dog to dig at that specific location. This is intended to give you a more direct way to get dogs to dig up seeds and toys.
  • The seed packet drop rate has been increased a bit.


New Content/Behaviors:
  • I've added a new "Roll Over!" command. You can click on the active dog and command them to run it directly, and they may also do it on their own just for fun. Because of the diverse body shapes possible in this game not every dog will be able to do this successfully, nor will every dog be able to execute this complex maneuver every single time without fail. That said, it should be possible for a pretty wide range of doggy bodies!
  • A new object, the Doggy Bopper, has been added to the game. It's locked behind a new goal. The goal itself is easy to complete but a little bit hidden! I expect some of you to find it quick, but for those of you who might need a hint, it has to do with cocoons. Some of you who play around with cheat commands may have already stumbled onto this object in an incomplete form, but it had a few issues I needed to fix and some missing bits of functionality I had to add before it was ready for its debut.
  • You can now click on objects inside of a den and "Expel" them directly.


Graphical Adjustments:
  • The "drag" icon used in Placement and Construction mode got a slight facelift.

roll-rolling.gif
 

Fedora Master

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It took a while but here we are:

New Features:
  • The Dog Storage screen now has a separate tab that lets you browse through all the dog cores and memorials you own. This view makes it easy to organize your collection and prune anything you no longer wanna keep around.
  • Dog cores now have a quality associated with them. Fully grown dogs who die of natural causes produce the highest quality cores. When selecting a core, there's a new menu option to crack it open. If you feed this cracked core to another dog, they'll have their lifespan extended by an amount relative to the core's quality. Dogs who live past their natural lifespan will have their ages set to "Ancient". The older a dog gets, the less it needs to eat but the more it needs to sleep.


Audio:
  • A new song that plays while you're browsing through the Dog Storage screen! This'll be added to the OST shortly.

Game Adjustments/Minor Additions:
  • The game now saves dog portraits for cores and memorials. This means that the first time you load into an existing save file after this update, startup will take longer than usual as the game attempts to generate and store off these portraits for any cores or memorials you already own. This is a one-time cost and the game will let you know that it's happening.
  • You can now directly command your dogs to sleep.
  • Sleeping dogs will no longer wake up due to being angry, bored, or stressed out.
  • When hovering over a core, the owning dog's name is now visible.
  • A new flora! The key to unlocking this particular little guy lies within your ancient dogs.
  • A new command, "Play Dead", only accessible to Ancient dogs.
  • A dog's age, in real world minutes, is now visible in storage and for the active dog in-world when mousing over its age category (adult, puppy, etc).

0146fca3a81446b4498cb0c9ca7af8a1882627f1.gif


Bug Fixes:
  • Fixed inconsistent hover behavior for dog need icons.
  • If a save file cannot be read for some reason, the game should now let you select and manually delete the file rather than just freezing on startup or showing a file you cannot interact with.
  • [MacOS] I've added a secondary default binding for deleting objects so that the "delete" key on macbooks works as expected without setting up custom bindings.

Performance/Optimization:
  • Save files now have additional data associated with them so that dog portraits can be saved for cores and memorials. To offset the size of this additional data, I've gone in and added compression to saved dog portraits. This optimization was successful enough to mean that your save files are likely going to be even smaller than they were previously!
 

Fedora Master

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New Features:
  • Den Upgrades! Your dogs now have a chance to periodically dig up little den upgrade kits. When you’ve collected one of these, you can click on a finished den and apply it to change that den’s exterior skin. There are 6 unique skins in total!
  • There’s a new button inside of Decoration Mode that lets you take control of your dogs’ AI when it comes to building dens. Since this game’s come out I’ve seen a lot of people struggling to get their dogs to behave exactly how they want when it comes to den construction. Some people don’t want their dogs to make dens at all, while others wish there were ways for their dogs to make even more. This menu lets you set exactly how many dens your dogs should try and construct in each room.

    b42fe20c2a233237f4bd5cbb4be89a310b8e79c0.png


  • In Decoration Mode you can now change the scale of placed objects! The controls for this are bound to the mousewheel by default but you can update that in the Controls menu if you like. This should give way more potential for room customization, and I’m excited to see all the different things everyone comes up with! Please be aware that there may be some intractable objects that are hard for dogs to use at non-default scales. I’ll be keeping an eye on this going forward.

    73dd8f1c9c292e72f872a0860698a7a70f5b1038.png


  • Ultrawide support! The UI in this game should now all be dynamic across all resolutions, and ultrawide resolutions should now be available to select from if you’ve got a monitor that supports that aspect ratio. As part of this I’ve also made vsync a togglable graphics option. If enabled (you MUST be in exclusive fullscreen mode for this option to be selectable), you can choose the refresh rate along with the resolution. I don’t personally own any non-16:9 monitors so I’ve been relying on others to test this for me. If you run into any issues, please file a bug report and I’ll look into it as soon as I’m able!

Game Adjustments/Minor Additions:
  • New gameplay option to cap dog genetics. This checkbox will not actually change a dog’s genes, but it will cap the mutations that manifest in-game. You can use this checkbox if you’ve got ridiculously mutated dogs that cause performance issues by way of being too large or having too many legs. Be aware that sending someone a code for a dog like this will still potentially result in a non-performant pooch in the event the person who imports them does not have this box checked.
  • New standalone graphic for the food warning that displays at the start of the game!
  • When trying to pupate a dog inside of a den, the game will now expel that dog before pupating it directly after, instead of just showing you a warning message.
  • In order to stop people from getting themselves into trouble, the game now limits the number of simultaneous objects you can spawn in via a single console command.
  • The little popup that displays before you enter breeding mode now warns you that you will lose your unfertilized egg the moment you enter the simulation.
  • The options menu now deselects the AO checkbox when it’s grayed out due to postFX being disabled. That option is controlled by postFX so it cannot be independently turned on, and letting it potentially be grayed out while still checked was confusing.

5fa6fe9327ebf8a638cb0bded13258ecb15975c9.png

Bug Fixes:
  • Toggling between fullscreen and windowed modes should now correctly update the resolution display list.
  • The Garlic Bread object no longer references the localization string for Garlic Bulb.
  • When a dog poops inside of a den, the game will no longer try to move that poop to the room the den was built inside of.
  • Fixed an issue where if you’d cleared a default control mapping, the game would not actually save/load this.
  • Fixed a visual bug with controls mapping where if you added a keyboard binding to an action that already had a mouse binding (or vice versa), the new binding would not display upon reloading the game even though it would be active.
  • The game now correctly save/loads the last focused pen. This was always being saved but a bug in the save path meant that the saved value was being wiped directly after.
  • Multi-headed dogs now ignore collisions for held objects across all of their snouts instead of just the snout grabbing the object. This should make it much easier for them to grab and eat things.
 

Fedora Master

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Hey everyone!

Wobbledogs has been in Early Access for a little over a year now. During that time it’s gotten over 40 updates of varying sizes. The game’s improved a ton, and everyone’s feedback has been critical. You’ve all found bugs, offered up suggestions, and helped me grow this game into something truly special. There’s still much more I’d love to do, but Wobbledogs is finally nearing that point where it has all the pieces in place it needs to be a complete experience, and so I’m extremely proud and very excited to let you know that the game will be leaving Early Access next month on March 15th!

So what does this mean, exactly?

Well most of all, it means there’ll be a nice juicy update waiting for you. I’m working hard on it as we speak and I think there’s really going to be a lot to love. This update is gonna include:
  • Full localization into French, Italian, German, Spanish, Chinese (simplified and traditional), Korean, Russian, and Japanese!
  • Steam Achievements!
  • More dog genetics!
  • New decorations, foods, and flora!
  • Bug fixes, quality of life improvements, AI tweaks, and more!


I don’t wanna spoil any specifics just yet, but I’m excited for everyone to get their hands on it.

I’d also like to announce that even post release, Wobbledogs is going to be my full time job for a little while longer, so expect more big updates going forward with more content, more systems, and a lot more wobbliness.

When I originally put this game up on Early Access I had no idea how well it would do or how much real interest there would be. Because of that, I’d only planned on supporting Wobbledogs up until its official launch. I’m happy to say that the game has exceeded my expectations. There’s been a ton of ongoing interest and the community is thriving. If you look at the game’s Early Access blurb you’ll notice that I mention having no explicit plans to increase its price. Given that Wobbledogs today is bigger and better than it was a year ago, and given my plans to continue to support it with major post launch updates, Wobbledogs will be getting a slight price increase. The updated price will reflect the game’s current state, but will also help enable continued development. If you’ve already bought the game, this won’t affect you. You’ll still get access to all future updates at no additional charge. And if you haven’t bought it yet, you still have from now until March 15th to snag it at its original price!

Thank you all so much for supporting this project during its year in Early Access. I read almost every comment and it means the world to me to see people enjoying the game and having fun with their dogs. I hope you’ll all stick with me as the game continues to grow. There’s still much more to come.

-Tom

GOTY 2022 release date!

:hype:
 

Fedora Master

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Hey everyone!

After six human years (or close to one dog year, if you prefer that metric) of development, and just over one (human!) year in Early Access,
Wobbledogs v1.0 is out now!


For everybody who has been with us on the Early Access journey so far, we want to thank you for all your support and assistance in reaching this point, and we want to offer a huge welcome to all players adopting Wobbledogs for the first time from today.

Whether it’s your first or fiftieth time loading up Wobbledogs there are many reasons why now’s the perfect time to dive in. For inspiration, have a peek at our new launch trailer showing off some of the best-loved, and some brand-new, features from Wobbledogs v1.0:
0.jpg

YouTube™ Video: Wobbledogs Launch Trailer
Views: 24
Wobbledogs Launch Trailer. Wobbledogs is Out Now! Wobbledogs has been in development and early access for a while and its launching TODAY!


From today you’ll be able to sniff out new mutations, new decorations, new food, and new flora. You’ll also be able to unlock Steam Achievements. And yes, existing Early Access saves will all carry over to the full release. The full patch notes for Wobbledogs v1.0 can be found at the bottom of this post.

It’s also worth us pointing out that while Wobbledogs has evolved into v1.0, there’s much, much more to come. We have future content updates planned for no additional charge, and we can’t wait to share more information about those plans at a later date.

We hope you enjoy your time with Wobbledogs. Please do continue sharing pictures and stories of your favourite pets: we love to celebrate every single one.
- Tom and the Secret Mode team

New Content/Features/Functionality:

  • Steam Achievements! These map to the in-game goals. They’ll unlock on Steam when you unlock them in the game, or retroactively when you first load into an existing save file with that goal completed.
  • Full localization into French, Italian, German, Spanish, Traditional Chinese, Simplified Chinese, Korean, Russian, and Japanese.
  • Dessert Food Dispenser with new foods and new flora.
  • Music player objects. Turn them on and watch your dogs rock out.
  • Doggy Launcher object. Another convenient way to toss your dogs around.
  • A handful of new wallpapers, carpets, and decorations.
  • A few new in-game goals.
  • Loud/Quiet personality traits.
  • Dogs can now mutate their body width as a separate axis from their other dimensions.
  • Wings! Dogs are about as good at flying as they are at walking!
  • Horns.
  • New eyes, ears, noses, tails, mouths, and a few new patterns.
  • The player can now move the camera around while inside of a dog den.
  • A new interaction on dens that lets you expel all objects inside of them with a single button press.
  • Gamepad sensitivity slider added to the options menu.
  • The reinforcement UI has received a visual overhaul, and the effects of reinforcement have been increased.
  • One secret…
 

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