... is the rogue-lite Action & Adventure RPG we've always dreamed of, combining elements of exploration, combat, and dynamic storytelling. You play a character of your own creation, in which upon his or her likely demise, your kin will pick up the mantle where you left off. The world around you will evolve and change during this time, old friends will die, perhaps reminding their children of your ancestors great deeds. The quests failed by your ancestors may have dire consequences and change the way your childrens lives will play out, be mindful and conscious of your actions and do your best to make amends for the sins of your forefathers. Create relationships, accept quests, and enjoy endless procedurally generated adventures. Dark dungeons with ancient relics to capture, tropical islands that have a goblin infestation problem, desert ruins with apparitions that need to be laid to rest, all of this at the tip of your blade, staff, or arrow waiting to be explored. As your blood line increases in fame and recognition you will be able to accept more difficult tasks, perhaps your grandchildren will find their way into mystical keeps with great dragons awaiting or mighty castles with oppressive warlords, this as a result of the seemingly small kind deeds you do now. Tread lightly through the forest of decisions you and your kin will face, for the very world around you will be molded by the decisions you make. Be certain that there will still be a world to inhabit for your children and the future generations, this is your duty and your quest, for long after you die all that will remain is your legacy.
is deeply inspired by Dungeons and Dragons and Lord of the Rings, just really awesome fantasy settings that you can lose yourself in, dragons, ogres, goblins, elves, you name it, I'll do my best to pack as much in.
has drawn inspirations from games like Mount and Blade and Dark Souls, with strategic, thought out, and well paced action. We wanted to take it a step further though and give you full 360 control over what angle you swing your melee weapon at, adding parrying and clashing to give the combat a little more depth as well.
is so important to me that I want someone working on this system alone full time. I want an overworld that is teeming with life and mystery, a dungeon system that is always unique, providing puzzles and random encounters with all sorts of enemy types with all sorts of gear for you to loot.
should be just as thought out as everything else. Giving plenty to choose from on the character side of things, but also allowing you to build your weapons piece by piece, from blade to pommel.
because why not? We love the Zelda franchise, and a change in pace is always good, finding secret treasure and hidden areas in the game is a must for us since it really makes the game world feel that much more real.
are a must in any fantasy game. You will unlock new classes and races to play, starting with only four classes, the warrior, wizard, archer, and rogue, you will unlock further tiers of the classes and hybrids as you complete feats and quests with each.
Hey guys, in this article I will be showing hopefully the final primarily art update as well as talking about the current full core and extended team. From here on out (considering the new team members) there will be more frequent and gameplay driven updates!
So what's new with the team? We'll start with the bad news, unfortunately do to working/moving circumstances Javier (the main programmer up until now) has had to step back and take an advisory role on the project, hopefully in the future we can bring him back on as an active developer. Now for the good news...
We have me, Jordan, who handles art, management, other random stuff. We also still have Jeroen :) . And now three new members, two of which are core, Wesley, who will be handling procedural generation among other things, and Sam who is working on our animation system currently. So two new programmers and our 2D artist, Jacky (who has done the lovely grass you will see in screenshots further in the article). Our last, and arguably most important (since I love tunes), is still Alie, our sound and music guy. This has the team fully complete with four core members, an artist and three programmers, and three extended members, our 2D artist, sound man, and advisor.
So what's new with the art and is the style finally set in stone? I think so yes, there will be minor tweaks here and there I'm sure, but generally, with the new shader, it's been set. Using a fantastic Unity addon "Shaderforge" and using their custom lighting solution, after some slaving away I was able to come up with a fantastic multipurpose toon shader that gives the results I was looking for. This includes specularity on metals, generation of highlights and lowlights from a normal map, to normal power control. You can see the shader in action in this GIF.
And some actual implementation of the new shader...
Thanks for reading :) .
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