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Work in Progress / Malevolence: The Sword of Ahkranox

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CumQuaT
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Posted: 13th Feb 2012 06:06
It's all good! Cities are procedurally generated like everything else, but all of the game's procedural generation is based on a set of rules. Not all towns will have a tavern, for example, because some will be too small, but basically in towns, residences are placed first, then a defined number of "service" dwellings are added based on priority. Taverns are the most common type of service dwelling, but general stores are also quite common. On the other hand, the guilds only set up in larger settlements, and thieves' den's are quite hard to find. I've actually just written up a blog entry about this on the IndieDB site for the game


DarkByNight
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Posted: 13th Feb 2012 06:46 Edited at: 13th Feb 2012 07:05
That blog post just blew my mind, as did the video with the dynamic lightning and moving leaves. o.O;

Can I ask, why does your profile say april 2010, you must have been programming for years and years.
I can't even get a simple scrolling 2d game or map editor or anything up and running. ;P

I accept the challenge of finding and joining a thieves guild.
If such a thing can be joined.

EDIT: Your trailer made me salivate.

EDIT 2: Does the engine allow for truly huge cities, like it could have maybe 3 or 4 inns, each with their own price ranges, temples, lots of shop and a castle or whatever, you get the point, and are the towns kind of linear or can there be landmarks like a river through the city or a park or something.
Basically what I'm asking, what did you include for us role players?

EDIT 3: How will you be selling this? This is an insta-buy for me.

Mychal B
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Posted: 13th Feb 2012 06:51
One problem...your to much of a badass... everything is looking fantastic

The fastfood zombie killer
CumQuaT
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Posted: 13th Feb 2012 09:36
@Mychal B - Hahahaha thank you!

@DarkByNight - Thanks for reading through the whole blog entry! I'm glad it excites you as much as it does us!
To answer your questions....
1) Yes, the trailer is something even we can't help but watch. The narrator's voice... Augh. He's so awesome! He's a voice actor from Edinburgh, Scotland.
2) Currently the towns are limited to being quite small (around 200m x 200m in size) and that's all you'll be able to find in the demo, but there will be really large cities in the full version if all goes well! They haven't been implemented yet, but they are certainly planned!
3) We've already been offered a place on Desura (a Steam-like system) and also GamersGate, but once the demo is nearly completion, we'll be approaching Valve to try and get it on Steam. It shouldn't be a problem though, as apparently they already know about us! If the game takes off as much as we're hoping for, we'll also offer a collector's edition hard copy (limited run). We're thinking of a retail price of around AU$25 Not bad for a game that never ends!


DarkByNight
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Posted: 13th Feb 2012 09:52
Man it must be nice knowing you've got an instant hit on your hands if you're already promised away to two platforms with steam on the sidelines. o.O;
25 bucks is a steal for unlimited gameplay.
I had a look at that Desura site, that seems quite nice and might be something I could consider for my game.
So what will the demo consist off? I'd imagine it'd just pop you into a pre set part of the world and heavily limit your options? Or will it be a time limit kind of thing with no save option?
Will it have like, many kinds of game play mechanics for more play styles or will it mostly be hack-n-slash?

CumQuaT
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Posted: 13th Feb 2012 10:37
Actually, the demo will be FAIRLY unrestricted You'll get about 3 square miles of countryside to explore, with towns and dungeons and whatnot for you to explore, all filled with loot.

For the purpose of the demo, every time you run the game, it'll be different it won't be like that in the full version, but the demo is just to show it all off.

Catch is, you won't be able to save, and there will be only about 50,000 items available to find, whereas the full version will have infinite countryside, infinite items and the ability to save


DarkByNight
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Posted: 13th Feb 2012 10:50 Edited at: 13th Feb 2012 10:51
Only 3 square miles? Only 50.000 items?
That's some demo! Even more incentive for me to buy though, who wants 3 square miles when you can have infinite space and stuff to do.
I'm sorry about all the questions and banter, I should really let you get back to the game.

Ps: Are you planning to make a career out of this?

CumQuaT
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Posted: 13th Feb 2012 11:02
Hahaha questions are good. Not enough people ask me questions.
A career? Hopefully! My dream, like many here, is to be able to pay off my house and make games full time. In case Malevolence takes off I already have drawn up plans for two expansion packs and a sequel (which will have a smooth movement system like Skyrim, rather than grid-based, but still be infinite), and the first expansion will have co-op multiplayer if all goes well! But it'll only be worth making the expansions/sequel if it's popular so fingers crossed!


DarkByNight
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Posted: 13th Feb 2012 11:54
For me it's "Pay off my car and motorcycle" But yeah, that is my biggest dream as well.
And you know, my wife and I are not the richest people in the world so, having an extra income, however small would be pleasing.

So it's not all about that I have another question. What kind of variety will there be in weapons or armor?
Realizing there are unlimited combinations, will there be certain combinations that most will strive for or is there stuff for every play style and is everything useful in it's own way?
I think most games have filler, like having long swords and axes and stuff when the only real options are two handed weapons or daggers, that kind of thing, what have you done to get around that?

CumQuaT
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DarkByNight
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Posted: 13th Feb 2012 14:40
Yaarg graw reeee!
When you said limitless you sure weren't kidding.
I just... I can't fathom how the heck you do this, I don't want to be a fan boy but, I'm a fan boy.
Now I'm off to learn how to make my game modular, don't want to be near the finish and decide I want modding capabilities.
Speaking of which, will Malevolence have such?

CumQuaT
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Posted: 13th Feb 2012 15:39
We're thinking about it, but to be honest we're balls deep in a development cycle that never accounted for user modification... If it happens, it'll likely be in one of the expansion packs when we'll have time to do a bit of an overhaul of the system :S sitting on about 28k lines of code, so it's hard to re-write hahaha To be completely honest, when we started this project, we never expected it to be as popular as it has been!


DarkByNight
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Posted: 13th Feb 2012 16:37
I know what you're talking about, my last game was only at around 5k lines when it was finished, and it was a nightmare to change anything larger than a small game play mechanic.
Hah thank you for completely hooking me on Desura, I see a million impulse purchases in my future.
That platform is absolutely brilliant!

CumQuaT
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Posted: 14th Feb 2012 01:54
Yeah, it really is! And, being an Australian, I love it because it's an Australian product go the home team!


Mychal B
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Posted: 14th Feb 2012 06:19
Do the enemies end up progressing with the player as well in a intuitive way? I often see players become board with longer games because at some point the ai end up getting some sort of cap and no longer presents a challenge to the player. It would be a shame to have such a infinte game become board due to a lack of challenge

The fastfood zombie killer
CumQuaT
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Posted: 14th Feb 2012 08:00
A good question! If you have a read of this blog entry, you'll see how the player levels up in an infinite world. The monsters level up with you in a similar way


DarkByNight
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Posted: 14th Feb 2012 12:57
I was reading various blog posts on your game, and saw that you not only got a published AAA sound guy doing work for you but that he was the one that contacted you and not the other way around, that must be such a crazy boost, to go from normal guy who wants to make a fun little game, to having thousands of fans and people eagerly offering their services.
Really, congratulations.
And good job, I am certain the idea's for the game, and the programming skills didn't come easy!

CumQuaT
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Posted: 14th Feb 2012 13:36
Haha, thanks. I quite literally nearly fell off my chair when I got the email from Roland after I spun around and got up a little too fast to go and tell my wife!

Now the team is up to 34 people! You're absolutely right, it's been super humbling to have so many fans of the project, especially given its humble origins. I really hope that it's popular enough to let me make games full time! I have so many more ideas yet to come!

And yes, 14 years of programming lol didn't come easy!


Mychal B
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Posted: 16th Feb 2012 01:22
Ingenious way to set that up, wonder why more games aren't like that

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CumQuaT
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Posted: 16th Feb 2012 03:07
Probably because other games aren't infinite it just didn't make sense to have the stats just keep increasing and increasing! Can you imagine playing with a character with a strength of 100,000?


kamac
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Posted: 16th Feb 2012 16:15
Oh -. Make dragons


Malevolance keeps looking BETTER and BETTER whenever I look here. I'm going to buy this game when it's out. ( And I'm not joking. )

CumQuaT
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Posted: 17th Feb 2012 01:13
Aww shucks you guys make us feel awesome.

Dragons come to the world in the first expansion, actually gotta keep SOME material for the DLC!


Gunslinger
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Posted: 17th Feb 2012 01:39
Wuarg DLCs, please make real addons, like in the good old time

Your 2D Artist is awesome, watched his item video at youtube. (posted on facebook?)
Gonna keep an eye on this project
CumQuaT
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Posted: 17th Feb 2012 02:04
Well, when we say DLC, we mean a full on expansion pack

Yeah, Nat does a great job! She's one of a team of 14 artists on the project!


CumQuaT
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Posted: 4th Mar 2012 14:51
Just a bit of an update... We realised we'd been doing some slopping coding, so we decided to go back to basics for a while and re-write the countryside portion of the game, starting out making a roguetype system, then upgrading it to 3D once it was all working.

Malevolence is based on a roguelike system. Everything is in a 2D grid made up of ASCII characters (except we generate 3D models from those ASCII characters) so we're currently going through and making the whole overworld/town thing work in a roguelike platform first, then converting the data into 3D models. You can have a read about it here!

http://swordofahkranox.blogspot.com.au/2012/03/building-world.html


kamac
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Posted: 4th Mar 2012 20:28
Gosh

This makes me want to work on something like that too!

CumQuaT
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Posted: 13th Mar 2012 02:03
Over the last week we held a bit of a Q&A with people on IndieDB, and we just put up a post with all the questions and answers if you're interested.

Also, you might want to check out this post. It goes into talking about JUST HOW BIG the game world really is in comparison to another very popular RPG title!


baxslash
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Posted: 13th Mar 2012 14:58
An interesting read. This game seems to be gathering momentum

swissolo
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Posted: 13th Mar 2012 20:37
CumQuaT. This community is always available to beta test. *nudge* I hadn't checked back here in a while, but is the camera free form and the movement tile based? I remember seeing a video where the camera was locked and turning was slow, it seemed like it held back the game a lot, though I'll bet it's been improved since.

Also, in the corner of this link you posted, it says the engine is custom built, but isn't it technically built from DBPro? I thought that was originally mentioned.

Anyways be sure to take your time on the world constructing algorithms, boring as they may be. I've built one once and it took countless hours tuning it correctly. The payoff is worth it though

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CumQuaT
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Posted: 14th Mar 2012 02:20
@baxlash - haha the momentum hasn't stopped for two years! lol

@swissolo - hehe we actually have an alpha test team, but we'll likely do a shout out for new team members soon, so keep an eye out!
With regards to the engine I never fully understood why people say that DBpro games use the DBpro engine? It's a programming language. It's like saying that Half Life 2 was built using the C++ engine, rather than the source engine... Strange... Malevolence has about 28,000 lines of core code that the rest of the game is built upon which handles system clocks, video output, audio control, script handling and procedural generation. That's the engine!
With our world constructing algorithms, we know exactly what you mean! They can VERY easily get boring, but we have taken GREAT pains to make sure it stays interesting! I guess you'll be the judge when you inevitably sign up for the beta test team *wink*


swissolo
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Posted: 14th Mar 2012 17:29
Quote: "With regards to the engine I never fully understood why people say that DBpro games use the DBpro engine? It's a programming language."

Yes, it a language. But it also handles a good deal of rendering, importing, etc. for you. I've always considered it a hybrid.

Quote: " I guess you'll be the judge when you inevitably sign up for the beta test team *wink*"

Wait, what's that name on the top of the list? The smudged one. Yeah, does that say... swissolo? hmmm better put me on the list again to make sure

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CumQuaT
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Posted: 15th Mar 2012 04:53
Hahaha then we'll have to send you two copies!


Duffer
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Posted: 15th Mar 2012 09:50 Edited at: 15th Mar 2012 09:52
@ CumQuaT,

This just keeps getting better and better...

In terms of storyline and plot, will there be an 'endgame' quest? and can you go on from there, indefinitely (which would be in keeping with the engine!)...?

Also, player classes/professions and races?

Also, how extensive a spell system? enchanting? crafting? harvesting/potion making? mining?

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
CumQuaT
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Posted: 15th Mar 2012 12:41
Quote: "In terms of storyline and plot, will there be an 'endgame' quest? and can you go on from there, indefinitely (which would be in keeping with the engine!)...?

Also, player classes/professions and races?

Also, how extensive a spell system? enchanting? crafting? harvesting/potion making? mining?"


Hey Duffer,

The story in the game is actually also generated procedurally haha but the beginning of it is always the same. You don't actually end the story... It's hard to explain, but you'll get it when you see the opening cinematic. It explains it best (still working on the animation that goes with it, but you can listen to the audio for it here)

The game actually has no classes, professions or races, since you play as a character made of pure magic. The classes are open-ended and crafted by the player as they play. Have a read of this blog post to find out more about how that works. Since the game is infinite, we couldn't work it like other games out there...

With the spells and crafting and whatnot, we're leaving that up to the player. Every item in the game except for about a dozen are all procedurally generated, but if the player can find the raw materials themselves, they can build pretty much anything they want, and if they can find the spell components, they can pretty much enchant it any way they want as well!

I hope this answers your questions


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Posted: 15th Mar 2012 12:56
I remember playing "Elite" back in the day and loving the way the game decided when events would happen. It made the whole thing more real somehow.

Are our lives planned out by some known/unknown being? I don't know for sure but the random nature of life doesn't feel like it sometimes. If this game captures that feeling without loosing the quality of a good story it will be onto something much bigger than you might think. We all like to feel like the main character of a story but the idea that the story is not planned and could go anywhere depending on our actions is excellent.

CumQuaT
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Posted: 15th Mar 2012 13:40
It's funny you should mention that, baxslash, as we often get people saying "are there any of these?" or "can this happen?" and the fact is that we don't know, as we've spent so much time developing that we've only been able to explore about 2 square miles of the infinite game world, so we have to keep telling people that we really have no idea what they're going to find haha


Duffer
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Posted: 15th Mar 2012 16:30 Edited at: 15th Mar 2012 16:30
@ CumQuaT,

Wow. So open ended in far more ways than one.

Seriously though :-
Quote: "so we have to keep telling people that we really have no idea what they're going to find haha"


Screams to me for beta testers...

I'm happy to beta test ( isn't everyone! )

But, aside from that, happy to look at procedural quests/tasks etc?

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
CumQuaT
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Posted: 16th Mar 2012 05:18
We actually have a team of 11 alpha testers on the project

Fairly soon though we'll be moving into beta and we'll be doing a new recruitment drive. We'll post on here when we're ready for it!


CumQuaT
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Posted: 16th Mar 2012 14:28
Okay, guys! Since Kickstarter isn't available in Australia, we've started an IndieGoGo page for Malevolence! You can pledge money to the project if you think it's cool! If you pledge, you get fun stuff! And you can use it as a way of pre-ordering the game! Fun!

Click here to visit the IndieGoGo page!


baxslash
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Posted: 16th Mar 2012 14:38
I'm not sure how much the game will be retailing for but I would imagine you'll get more takers if you offer more options at the lower end. I'm only saying that if you offer the game or poster for $20 and both for $25 you might broaden the appeal of the offer. I wouldn't want a poster personally but I really want the game

Good luck by the way. You will be getting a donation from me at some point for sure.

Seppuku Arts
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Posted: 16th Mar 2012 16:30 Edited at: 16th Mar 2012 16:31
Just watched the trailer, looking pretty awesome there and best of luck in getting your donations.

Also, release date: 21.12.2012, the end of the world? I'm guessing that was done on purpose. Just hope the crazies aren't right about this one because otherwise nobody would get to play this awesome looking game.

I used to love Might and Magic, I've got VII and VIII laying around somewhere, but sadly I've not got them to work on anything other than Windows 98. So just as I loved those games, I'm sure I'll end up loving this as it seems to capture that style of gameplay beautifully.


CumQuaT
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Posted: 16th Mar 2012 16:54
Thanks guys! Hey Baxslash, the game will be retailing for $25, and any pledge of that or more gets you a copy of the game plus extras


baxslash
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Posted: 16th Mar 2012 16:57
OK, thanks. I'll just make a small pledge for now to keep you in peanuts then and buy the full game when it's done.

Seppuku Arts
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Posted: 16th Mar 2012 17:05
I might make a pledge when I've got the spare cash, but ATM I'm skint!


CumQuaT
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Posted: 17th Mar 2012 05:44
All good! Spreading the link around is just as good as donating as far as I'm concerned!


CumQuaT
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Posted: 24th Mar 2012 10:50
Hi again all, we've updated our pitch video on the IndieGoGo site. Please check it out!




CumQuaT
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Posted: 26th Mar 2012 07:35
We've been doing a lot of work on the outdoor portions of the game. We'd love for you to take a look!







We also have a video of it for your perusal:




Duffer
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Posted: 28th Mar 2012 22:45 Edited at: 28th Mar 2012 23:11
@ CumQuaT,

The screenies above look amazing, absolutely amazing. The inclusion of all the eye-candy shaders turn the old-school look on its head - in a good way...

You know what they say about mimicry being the highest form of compliment....? Well have you seen that new Legend of Grimlock game that is being touted around? Grid based movement, no less...

It doesn't have procedural infinity though...

Someone in the posts up above was doubting there'd be any kind of demand for new-take-on-old-school-rpg... Pah!

[edit]

- Anything you can say at this stage (re procedural infinity) re items, weapons, enchantments, potions?

- Will it have crafting, smithing, recipes, designs, mining - that sort of a thing?

- You know how the fractal stuff would allow you to re-trace/return to your start point, even if you go any distance away? What about item drops? Any place you can store stuff? What about economics/trade (understand THAT not a high priority)? What about paths/routes? Relationships / communications between towns? Are there cities? Tribes/Nations? Religions? Gods/worship? Prayers vs Spells?

- Could monsters track/pursue you?

- Plot, quests - procedural infinity on that too?

- What about over-arching plots? I know there's no end goal - but what about some bad-guy guiding minds? A personal nemesis or two (or an infinite number, as you move along?)

- Looking at some of the piccies further up, with grade-based movement how do you deal with the old Dalek problem - contours on the landscape?

- If it's infinite - what about mapping? What about quick travel?

(sorry, hundreds of questions, questions, questions)

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
CumQuaT
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Posted: 29th Mar 2012 15:28
Right! Big reply time hahaha

Regarding Grimrock: Yes, the project was started after Malevolence was started. We've spoken to the guys making it and they're a cool bunch. HOWEVER, in Legend of Grimrock, it may be grid-based but it's actually played in real-time. It's not a turn-based game. You also can never go outside! Still, that being said, the whole team has been watching it's development closely, and we're all gonna buy it hahaha it does look fun!

Regarding the infinity: We've been mentioning it a lot on the development blog. Definitely worth keeping up with, as we don't often put updates on here (takes too much time since it doesn't use a WYSIWYG editor) and we've put lots of info on the infinite-ness on there.

Regarding the crafting: Definitely! The player will be able to harvest ingredients to make their own potions, and weapons can be crafted and enchanted. Spells can also be custom made as you progress.

Regarding the persistence: We're not actually using fractals in the game. We've written our own procedural system because fractals looked too unnatural. Our system is just as infinite as fractals but looks much better. Everything stays persistent, however items are generated differently over time, so chests, etc, will re-stock given enough time, but they will re-stock with new items. You can store items in the game's bank system, which will allow you to deposit/withdraw your treasures at any major settlement with a bank.

Regarding the monsters: To an extent, yes. Not over long distances (like between towns) but if they catch your scent in the near vicinity, they will hunt you. The AI we're quite proud of, as some creatures (like Goblins) hunt in packs and often outsmart us while we're testing the game.

Regarding the quests: Yes, the quest system is entirely procedural. You'll never run out of things to do!

Regarding the plot: The game does have a story, yes, which very cleverly links in with the infinite gameplay, but we're keeping that mostly hush hush until the game launches!

Regarding the Dalek problem: As you move, you will walk up/down hills, unless they are too steep. Basically, when you hit forward, the game checks to see if something is in your way. A hill that is too steep counts as a collision object.

Regarding maps and travel: You'll have a local area map and a local world map. The local world map will show the world for about 100 miles in either direction. We can't show much more than that at a time due to memory limitations. Quick travel can be achieved by paying a fee at a mages guild to use their portal system (which can send you to any of the other towns nearby with mages guilds) or you can travel by Gryphon between certain towns. We've also got sea-travel, which is a bit more limited, but can potentially let you travel the furthest. Or, you can simply walk. That's our favourite way to travel as we find all the cool stuff between the towns!

Never be sorry about having lots of questions! We love answering them! But visit our development blog and bookmark the link. Check back often as we update it fairly regularly!


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Joined: 28th Apr 2010
Location: Tasmania, Australia
Posted: 1st Apr 2012 15:13
A few new screenshots of the outdoors part of the game that's being worked on:






























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