Ardenfall is a open-ended single player game where you decide where to go, what to do, and how to do it. Become a thief of the night, a hero in shining glory, a puppeteer of politics - become a master of magic, or a powerful warrior. Explore a deep and alien world, talk to townsfolk, learn of the culture and the people who live in this fantasy world. Whatever path you choose, it is your own.
These three weeks flew by quickly, especially since I was out of town for the a week, but I still got some work done! Here are the most exciting additions.
Devlog was originally posted here
I wanted to try my hand at taking our blocking of Ezeki to the next level, so I spent a day chugging along at that. It took a while to get the scale right, and I’m still not completely happy with it, but I think it’s an awesome start. The buildings are still blocked out, but at least have rooms.
I also added interactable signs, although it makes me realize I can’t get away with just having blank signs. My current idea is to have icons on the signs, then have more info when looking at them:
Garvaks are bipedal frog-like creatures that usually live in small tribes. They are primarily hunter-gatherers, and can wield blunt weapons and spears. Their hierarchical level is determined by the mask they wear.
Streaming cleanly has always been a thorn in my side, and it continues to be. A lot of the issues are involved with the fact that Unity isn’t exactly designed for streaming out of the box – in build I bake my scenes into prefabs, and one cannot asynchronously instantiate a prefab. I have an idea that involves splitting these baked prefabs, but that will come later.
This week I converted my old crappy streaming code into a much better task-oriented system. This makes it easy to add new asynchronous streaming tasks, and has already resulted in a better fps when loading new chunks, since it distributes the load over time better.
A bit prematurely I decided to create a public discord for Ardenfall – if you’re interested, please join us!
That’s it for the general devlog. Of course, a bunch of stuff didn’t make it – tons of bug fixes, and a lot of code organization, since I plan on adding a few new programmers to the team.
I hope you enjoyed this devlog, even though it was a bit short. Thanks for reading!
Check out our Trailer Concept for Ardenfall for a small taste of what's to come for our fantasy RPG game.
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