Welcome to Primitive Call (shortened to PmC). We are a work in progress MORPG (multiplayer online roleplaying game). In Primitive Call, you will take on the role of a wolf in a natural, northern-nature setting. There will be several different sorts of terrain in which you, as a wolf, can take up for territory. Target your choice of prey from various different animals and different levels of hunting difficulty. And have fun with your fellow members in your own pack!
CURRENT STATUS: Work in progress.
No definitive release date.
CURRENT OBJECTIVE: Version 4
More controller & AI
This is the official forum of Primitive Call. Our most recent updates can be found in the game diaries or staff announcements! Please bear with us as we chug along in making Primitive Call. Your support is appreciated.
Sorry if you already added this but it would be awesome if you could add like scar on the legs and over the eyes bit marks of the tail, muzzle, legs, etc. also maybe a limp, furless patches like burn patches or healed cuts. Just some things that might be good, Pack creators like you can make you own pack with assigned ranks alpha, Beta, Subordinates, Omega stuff like that. Also omega position like low to the ground tail tucked...and that's all I can think of right now.
Yes, they already said, that there will be NO scars, since it isn't like that, it's symmetrical, not assimetrical, also... they will have groups I'm pretty sure, and there won't be any presets. Also, some people are starting rps on the site, on the rp thread, but you need a certain post count and it needs to be approved, here's the link though, it's the info how to start one: link
It would be awesome if you could add like scar on the legs and over the eyes bit marks of the tail, muzzle, legs, etc. also maybe a limp, furless patches like burn patches or healed cuts.
As others have already answered, I remember Sisu(or other staff members) mentioning that scars would be an awkward addition to the game due to the symmetry(which would mean that the scars would be mirrored on both sides of the wolf). I believe that is a lot of work. Perhaps later on in a patch or something, they may implement it but don't take my word on it.
Pack creators like you can make you own pack with assigned ranks alpha, Beta, Subordinates, Omega stuff like that. Also omega position like low to the ground tail tucked.
Those are going to be in the game(or at least similar actions). I've seen some of the models Lifeon and other staff have been working on and dominant/submissive/confident poses have been shown.
As this is going to be a wolf based game it'd be strange if there were no packs or system to go with it considering pack life is a big thing in a wolves existence. So, I believe you can assume that there will be something of this nature(if not exact) in the game. -
I'd suggest looking around the forum more before you post suggestions. You'll find that most (if not all) have already been touched up on by the staff. The FAQ or even scrolling through this will answer many questions you have and/or ideas you may want to give.
Last Edit: Jan 28, 2016 20:26:49 GMT -5 by Kriechen
Lifeon: Sorry it's been quiet guys, I've just been focusing on deeper research for variouse things, nothing much to show, but I did make a tool for marking mask testing on the wolf thats neat, so markings are happening in the meantime
May 24, 2020 2:16:53 GMT -5
Lifeon: The xfur asset is not supported by the new render piplines in unity, so Im also waiting for the new addition of that, and the continued development of the water/foliage shaders
May 24, 2020 2:18:20 GMT -5
Lyn: good to hear updates still tho!
May 26, 2020 0:31:55 GMT -5
Lyn: idk how games work, but like assets just stop getting supported and stuff? This one game I like is gonna update but IK just died or is no longer supported. I didn't think about how those things happen. I mean obviously they update it but like bruh moment.
May 26, 2020 0:37:04 GMT -5
Lifeon: Yeah its a big issue in free to use game engins. The tools for making the game are subpar compared to what an asset developer who specializes in the tech can do, so games use a lot of assets
May 26, 2020 14:49:41 GMT -5
Lifeon: and then they only last a few years, before the asset dev gets overwhelmed, cant keep up with engine updates, or feels its no longer worth their time to continue supporting. And suddenly everyone using that asset is on their own
May 26, 2020 14:51:14 GMT -5
Lifeon: Sure you still have its working versions, but it limits you to the version of the engine too, so to keep using it you cant let the rest of the game progress technologically
May 26, 2020 14:52:53 GMT -5
Lifeon: PmC for example was first in unity 5.2, then it moved to 2017.4a; every shader and texture became obsolete, the character controller obsolete, the animation system obsolete, the rigidbody(physics) system changed. Then it goes to 2018.1f, and 2019.3
May 26, 2020 14:57:14 GMT -5
Lifeon: 2020 versions of unity are out now, but the new render systems so fresh that the most up to date assets only support 2019, which isnt a safe version to build a game in because so much of the render systems still unfinished in it
May 26, 2020 14:59:39 GMT -5
Lyn: damn. Legit sounds frustrating having to move around to keep up. I never knew it was like that, even more mad respect to ppl who can actually make games.
May 26, 2020 22:55:22 GMT -5
°ÅKËLÅ°: Omg I haven't been here in ages! Good to hear that PmC is still making at least a little progress
May 26, 2020 23:44:49 GMT -5
corncow: wow i havent been on here in years, hello everyone
May 27, 2020 8:13:27 GMT -5
corncow: also @lifeon is unreal engine any different? im not very experienced in game development lol, ive tried
May 27, 2020 8:14:02 GMT -5
Lifeon: Unreal has better out of the box features, but fewer assets overall, its also slower to update and while the source codes avalible its not as easy to just replace a tool if ones not to your liking. Plus theres also a matter of scaling DOWN a game
May 27, 2020 9:13:47 GMT -5
Lifeon: The ultimate silver lining of unity being so feature bare means if an asset is too laggy, you can alter or remove it, or try a different one. If I wanted to do the same in unreal it wouldnt work, the engines basic tools are more proformant heavy
May 27, 2020 9:15:50 GMT -5
Lifeon: I prioritize proformance most when looking at anything, If I can find a way to simplify something than I will, that ranges from simulating other players as AI following your 'network ghost' to storing trees as only world coordinates
May 27, 2020 9:18:27 GMT -5
Lifeon: and have the phisical model be 1 of about 30 that teleport to different coordibates as you travel (super aggressive object pooling)
May 27, 2020 9:19:10 GMT -5