Kelgar Alpha 1.0 - December Release
Dec 2, 2012 Demo 2 commentsArus has been mostly overhauled. No other changes are included, nevertheless we have been busy. Check the Alpha 1.0 news post for more information ;)
Kelgar is a non-linear, modern role-playing game set in an imaginary medieval
world. The world of Kelgar is not perfect. A war is ripping apart the very lives
of its citizens, and a curious drug that gives its users illusions of great
powers casts a shadow across the beautiful land. Be one of the first to play this
exciting new indie RPG!
It is in Alpha State.
Currently the team consist of Rick (Lead Developer), Michiel (Mapper), Torben (Mapper), Corey (tester), Miamelly (Graphics Designer), Paul (Mapper), Ryan (Modeler), Cestmir (Modeler), Thomas (Scripter and Quest Designer), Tirana (Modeler) and Filasis (Concept Artist).
We're also supported by Kevin "Hirato" Meyer, the main developer of the engine we use.
Join the official forums for more information, such as concept art sneak peeks.
0 comments by kddekadenz on Apr 20th, 2013
Greetings! My name is Rick and I'm the leader of Kelgar. The project started as an entry to the Platinum Arts Sandbox RPG Contest, which it won in January 2012.
The first months I worked alone on the project. After I decided to continue developing Kelgar, I gathered people to help me. If you take a look at the current public version, you will see mostly stuff made by me and resources I used. The old valley was in fact created in a hurry by me, because of the contest's deadline, so we decided to remade it.
Firstly, Filasis created a clay model of the game world, he showed in his last dev diary. It was photographed and imported as ingame texture.
Michiel then started to create the new valley based on the clay model:
The engine we use is a derivate of Cube 2, having an voxel-based ingame map editor, we use for buildings and the landscape. It is free, open-source, cross-platform, easy-to-use and still in active development: Github.com
Recently new shaders and real time lightening have been added:
They have been merged from a fork of Cube 2 (a FPS engine) you see in the video.
Having easy-to-use world-creation tools, we are planning on adding modding support in the future. As modder you will be able to create your own worlds ingame you can connect with the gameworld of Kelgar. You will be able to add new items, NPC, quests and more to them.
Speaking from creating the world.. The first Beta release will be made public once the new version of the valley is playable. Michiel will talk next week about his progress on the map.
After the landscape of the valley is overally done and the buildings are placed, we'll add sidequests. We have prepared a related special suprise for you with the release of the Beta.
I'll not give more information about the surprise I mentioned, but feel free to ask me anything else about Kelgar.
Arus has been mostly overhauled. No other changes are included, nevertheless we have been busy. Check the Alpha 1.0 news post for more information ;)
changelog: added procedural get-me-food quest (ask old man) added walking/running (press Q) added models added textures & blend brushes changed sounds...
partly improved interiors of Ridaz; added garden to herb store; added few ambient sounds; added working torches and lamps; added working ore trigger...
I already posted a download link as news, because I had problems submitting it here. Luckily the filehoster I normally use works again. changelog: - added...
This is a very small patch for Kelgar Alpha 0.6 which will improve performance a lot. The issue was that for some invisible triggers no model was assigned...
changelog: - new User interface - new way of trading and looting - chests, barrels and crates with random loot - removed mudeater sidequest - changed...
Even though we were quite in public recently, we made a lot of progress behind the scenes. Expect a news post soon ;)
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So my very first time trying this out, I didn't bother to look at key bindings. I walked up and wen to talk and right-clicked my mouse. It so happens that it is attack; I hit the first NPC and was killed by his animal.
I'm pretty sure that's a fail on my part, pretty badly.
XD epic fail dude... we'll have to add a breif tutorial or something.
Will there be a 3rd person perspective mode?
It is already included. Press T and write:
/thirdperson 1
and press enter.
I will include a keybind in the Beta release.
I'm not downloading it yet until the models come out
But it looks awesome ^^
Thank you, but what models do you mean exactly?
The bear model and the villagers and the buildings, etc.
This is already on the TODO list ;)
The HUD currently is being redone but we are still lacking modelers. I will start my search for some soon.
Also, Beta 0.1 is released in 5 days.