Malevolence: The Sword of Ahkranox is an indie game with the intent to recreate the amazing turn-based, first person RPGs from the golden age of PC gaming using modern game engine technology. Rich classics such as the Might & Magic series, Eye of the Beholder and the like have inspired this new title which, when finished will put its players into a literally infinite fantasy world filled with procedurally generated content. The Sword of Ahkranox isn't trying to compete with the larger, professionally developed RPG titles out there, but instead our aim is to fill a large gap that we believe has existed in game technology since the mid-nineties. It is definitely a must-have for all enthusiasts of the quintessential RPG. The game's procedural engine can generate an infinite number of weapons, items, spells, monsters, dungeons, cities, countryside and even dialogue, allowing the player to explore the game with no end and no reason to stop.
So we've been engaged in some pretty heavy stuff lately... Making an infinite world is definitely not easy. Doing it purely in memory? Yeah, that's pretty...
I've been inundated with emails from people saying that they desperately want to see the 2D world simulation so that they can see the sorts of things...
It's been quite a while since my last blog update (about 2 weeks... Sorry guys...) I thought I'd share with you all a bit of an insight into how things...
Ok, so we've prodded the hornet's nest with the last blog or two... People are needing a thorough explanation of just what Malevolence is, and what it...
So we've had a few people start to realise why we're so excited about this game, and it's to do with the infinite game world... So we thought we should...
Huzzah! Basic outdoor town functionality is complete! Now we can move onto interiors! Once that's done, we'll be linking it all together and passing it...
Yes, I know, the updates have been lacking lately, but that doesn't mean that the work has slowed down! We've decided on a bit of a new direction for...
So with the countrysides shaping up, we've been putting some real focus towards getting the procedural town generation happening, and a big part of that...
Nicolas Lee is the lead composer on the Malevolence project, and makes some fantastic game music! So he thought you might like a bit of insight into his...
Right, so we've been busy lately... Outdoors are really starting to shape up the way we want them to!
So development of Malevolence has been getting quite heavy lately, and recent personal-life crises have led to me not being able to work on it for a couple...
So you might recall ages ago we put the dungeons through a massive graphical overhaul to make them look SUPER pretty. Well, the outdoors are getting the...
So you've had a glimpse of the external environments from Malevolence, but they've looked pretty bland, so we thought we'd give you a little treat view...
Remember the ruins from last post? Well they're in the game now!
So with the outdoor environments will come new assets. Here's a sneak preview!
So you've heard us going on about how Malevolence is more than just dungeons, but now we have something to show for it!
You may have noticed that we've recently been doing a subtle plug for a new team member. This could be your big chance!
So in the last post we mentioned that we were adding functionality to the fountains in the game...
We've finally finished the ranged combat in the game! Take a look!
Over the course of the game's development we've done several interviews with groups interested in the project.
You're in a pitch black room and you can hear something REALLY big breathing in the darkness. You reach into your pack and pull out a torch, igniting...
You may have noticed that Malevolence is a very DARK game. Well, we've finally added torches to the game!
We've been hard at work adding in new content to the game. Check it out!
So pre-made item artwork gets boring in games, and we'll have none of it! We've been working closely with our lead concept artist and lead programmer...
The slimline UI is done! Take a look at it in action!
So in the last post we discussed the new attack graphic idea. In this post we show you what it would look like!
Got a quick question for the fans/watchers of the project!
So as you've probably seen, the good ol' indie awards are happening!
So we've been talking about this for quite a while, and we've had many people emailing us asking questions on how it's going to work, and so we're finally...
So we've finally made a call on it. We're pushing back the demo. Here's why!