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Combining a turn-based combat system, first person exploration and hardcore stat and skill balancing.
Combining a turn-based combat system, first person exploration and hardcore stat and skill balancing.
1,222 backers pledged $61,072 to help bring this project to life.

On our way to beta

Posted by Martin Zboril (Team21) (Creator)
26 likes

   CZ version here

   Hello friends of oldschool RPGs and fans of Dungeons of Aledorn. After some weeks of silence, we bring you fresh information from development. As always, you can see some new graphic art and we will show you a little bit of level and game design. So, let’s start with visuals.

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   Story will bring our heroes into the shadows of ancient trees of Dark Forest. As you can assume by it’s name, this won’t be bright woods full of colourful birds and cute friends of Bambi, but a deep dark forest with gloomy atmosphere. That is in hands of our visual artist Daniel Nezmar and his first version of Dark Forest is on screenshots below.

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Dark forest 01
Dark forest 01

 

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Dark forest 02
Dark forest 02

 

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Dark forest 03
Dark forest 03

 

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Dark forest 04
Dark forest 04

 

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   Next point is town Voland in the night. You can take a look, how day and night system works in current version. In older videos, you could see earlier versions, but our programmers were working on improvements, so now everything looks much more real and natural. This not final version for sure but even now we can say that locations looks pretty in night and lights and shadows can make neat romantic or scary scene. On screenshots you can see, how it looks when you take a walk around a Voland when night is up and street lights lit on.

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Voland - Night 01
Voland - Night 01

 

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Voland - Night 02
Voland - Night 02

 

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Voland - Night 03
Voland - Night 03

 

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Voland - Night 04
Voland - Night 04

 

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   Yeve, which take care of 2D art of DoA, is not sleeping either but she works on spell icons. We want to present you at least 30 different spells at beta version, and every one of them should be easily recognizable, so we need different art for all of them. For example this is how art for spell Water ward, looks like. With this defensive magic, your character temporary gains defence against heat and has higher chance to succeed in dice rolls against fire based traps.

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Spell - Water ward
Spell - Water ward

 

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   If you are curious about level design, we made short video (with English subtitles of course), where we’ll present you tool we work with. You can two of our in-house developed editors, one is for creating data objects, second one for game design. You can see how these tools are linked together and how creation of game environments looks like from our point of view. So if you are interested, don’t hesitate and take a look.

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   Till few weeks ago, we didn’t have finalizes system of debuffs, and after lots of internal discussions, situation has finally changed. So we have a system, where each of magic schools is using different types of debuffs, when some of them can create synergies and some of them cancel each other.

   For example we can look at debuff conductivity. This debuff is not doing anything on its own, but it’s a property of every metal based equipment. If some character will wear three pieces of metallic equipment, level of conductivity debuff will be 3. If someone will cast a electric spark spell on this character, it will gain some basic damage and +2 of additional damage and -1 initiative for every level of conductivity debuff. So if you have some Iron-man in your party, he should be careful about lightning, because it will not just hurt him a lot, but he will even react really slowly.

   Debuffs will have two types of effects, first one is have/don’t have, that says if debuff is affecting that character. Second one is based on level of debuff. You could see one example on conductivity, but to make it clearer, here is some other example. If character if affected by staggering debuff, its art of fight is lowered down by constant value (have/don’t have). But level of staggering is lowering down evasion by some constant multiplied by level of staggering. So it really matters if you have staggering level 1 or 8. So don’t get used to much to spending your time in taverns.

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   For location creation we started to experiment with Unity plugin called “Landscape Auto Material”. That should make our process much faster, because till now, it took really enormous amount of time. But on the other hand, we now have some issues with huge amount of polygons in implicit assets and incompatibility with all Unity versions. Sometimes live just give you lemons :) So we haven’t decided yet, if we will use that plugin or not.

   Last point is about random encounters, which can happen randomly during your travels (similarly to old Fallout games). We need to create locations even for the, so we will create one huge location, and if you have random encounter, you’ll get piece of this location, we will generate hexes and it’s done. Right now we made forest (using plugin we noticed earlier) and how does it looks like is on screenshots below.

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Forest - random encounter 01
Forest - random encounter 01

 

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Forest - random encounter 02
Forest - random encounter 02

 

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   We would like to thank to all backers and fans for your favor and see you in next update!  

Team21  

Nefarit a Lukáš

Martin Zboril (Team21), Team21, and 24 more people like this update.

Comments

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    1. Randal V. on

      looks amazing!

    2. Warren Donchawannaknow on

      Thanks so much for the update!