Welcome to the Afflicted Forests...
A world engulfed by death and disease, with very few signs of life. As you awaken from an eternal slumber, you look around to see the damage that has been done. You had expected things to be bad, but not this bad... what had gone wrong? You remember the Elven Sages foreseeing that you would awaken to stop the blight before it was too late. You remember that there were other Elven Eternals like yourself, but find no one as you frantically search around. All you find are diseased creatures and artifacts of a ruined civilization, a civilization you use to be a part of... You quickly come to your senses, remembering your vow to protect and restore the sacred Elven Forests for all of eternity.
Classes and Customization:
Customize your loadout prior to each match by choosing a class, a weapon, and a set of 10 abilities. There are two caster classes: Wizards and Druids; and two melee classes: Rogues and Clerics.
As the head developer, I have always been a fan of games that offer the player many ways to progress and customize their character, and even more importantly: games that offer a lot to do after you've progressed your character. As with any game that has a level-up system, there will always be a point where players hit the maximum level.
After hitting the level cap, players will gain access to hidden areas of each survival campaign, offering new objectives and bosses that are not available to players who are still leveling up. Additionally, players can compete in casual or ranked PvP scenarios.
Available Game Modes:
Survival Campaigns: (Single Player / 2-4 player co-op):
Choose a class and create a customized load-out and see how long you can survive while exploring the Afflicted Elven forests! Enemies will continue to spawn in waves, getting stronger every round. However the waves of enemies are not the primary focus - while surviving is important, players will also be left to explore and discover many new weapons, spells, and items by completing formal quests as well as hidden objectives exclusive to each survival map. At the end of each match, players will be rewarded gold and extra experience based on how many waves they survived.
We are currently working on two Survival Campaign Maps to showcase in our Early Access phase:
Arena Mode (1v1, 2v2, 3v3):
Enter into a battle to the death alone or with a team, and fight to be the last team standing! Arena maps are much smaller than other maps.
Survival War Mode
Survival war is almost identical to the normal Survival Campaign, except there's another team of players on the other side of the map to compete with. Work to find and eliminate the other team's base camp to prevent them from re-spawning in order to win the match! After your team has won, you may choose to carry on with the game as a normal survival campaign, or exit the match to claim your winnings immediately.
BattleGround Scenarios (large team battles)
Join a large team and battle the enemy team for control of the objective! Battleground scenarios include objectives such as capture the flag and king of the hill.
The previous year has been a productive year for the Afflicted Forests, with most of our attention aimed towards outlining and perfecting the game-play and combat mechanics. Now that we have the core foundation for solo and multiplayer mode complete, it is finally time to move on to the next step: creating more content, and making that content look visually immersive!
As of 2018, a new lighting technique has been introduced to our game engine: Physically Based Rendering (PBR). This new lighting shader takes the environmental light into account, offering a more physically accurate result than the previous shaders we've used in the past. So if a rock is around grass and other green objects in nature, it will now appear to reflect a faint green hue.
Below is an example of a new tree with the PBR shader (on the left) compared to how the trees in TAF use to look using the old shader (on the right).
The new tree is able to reflect a dim blue light from the sky's blue tint, while the old tree only reflects a brighter, yellowish light that matches the exact color of the sunlight, ignoring the color of the nearby sky and terrain. The new method of lighting will allow any PBR models to appear properly lit in any environment.
We're currently in the process of revamping all of our old maps to use this new lighting technique, and we should have some more screenshots of the results soon.
Thanks for your interest,
Head Dev, Ryan M.
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