This is a full working Open World RPG with quests, fighting and crafting.
The initial version was developed for the PAS RPG Contest, which the game won in January 2012.
Over the course of a year, additions and improvements were made.
Level Design, Graphics Design, 3D Models, Coding and Quest Design were all done by Rick Hoppmann.
The Music was composed by Corey Clarke.
Have fun playing and tell me what you think!
Although we've been quite recently, we made quite some progress on the new Kelgar.
Yet such a game takes a LOT of time and work and we still have a road ahead of us.
That's why we took some time to create a tiny, wonderful game with the same engine.
You explore a tiny, remote island filled with a wonderful forest and crazy characters. Meet an old researcher lady, talk with a rabbit and sit by the fire in your forest home.
The tiny, magical isle is estimated to be released at the end of June.
Be sure to head over to the games IndieDB and watch it so you don't miss out on the release!
Click here to go the Game page
This time on Kelgar's Development Diary, Miamelly talks about the new music and both of the upcoming quests.
In this post I'm going to update you guys on the progress on the new valley map!
new valley map preview; new shaders; modding support; background information
New feature on Kelgar: Dev Diary posts! Members of our team will be posting developer's diaries here; read them to see sneak peeks of what's happening...
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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...
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Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.
Hello, are you still working on your game?
I know it's an early build, but the one I'm running 1.0 has a heavy amount of geometry problems which makes it nigh impossible to get to certain places in the game. I thought I would just let you know in case you were unaware of them.
Nearly all of the geometry has been rebuilt, so these problems should be mostly fixed in a future release.
i have a ? how customizable is the game i like to know a little befor i hop in also if anyone has a video of the alpha so i can get an idea of how the game is plz leave me a link
Really awesopme game, i've been lurking around since 0.4 and my opinion on this is that the project is really taking form, and also i would like to suggest some things:
-Controls menu: a menu page just for the key bindings and mouse settings (in the future you could even add jostick support!)
-Character naming: A fundamental part of a RPG game is that you can put your own name/RPnickname or the character has already one (unless you are the fallout MC lol)
-Easter eggs: This is more for fun than a suggestion, like that SS:TFE easter egg when you find the developers (https://www.youtube.com/watch?v=zn4UACFago4)
I know that you will succeed on creating a big badass game :D
Thank you for your feedback :) It's always motivating to read such comments.
A controls menu is already on the todo list, since there was some confuse on that in the last release.
You won't be able to name your character - we're aiming for having an avatar with personality.
Easter eggs are fun to implement :D We already had some thoughts how to get us as developers into the game.. but.. I won't tell you more.. it's a secret! :D
Again, thank you for your comment! I hope you'll keep hanging around here :)
Hey I think your concept is great it has depth and great potential. I think that this has so much potential but I still think the art style needs some refinement I can spot that many textures on repeat. On the wall your stone blocks is a hard edged box a slight chamfer could help here. I think you guys should keep up your hard work. You communicate with the community which is great. :)
You mean that some textures repeat too often, don't you?
We're going to blend-paint over them the same textures at a different scale, thus they will look less repetitive and have some interesting structure instead ;-)
Note that the valley isn't fully textured (yet) ;-)
Sure our project is "hard work", but it's something we're passionate about :-)
Ya I do mean repeat too often sorry :P !!! I think a blend paint over is a good plan. :)
I hope this succeeds for you guys. I am trying to make a game myself and I am learning very quick how much tenacity and passion needed which hopefully I have to get a demo finished.
I am looking forward to seeing your progress over time. Good luck!!!
Even though we were quite in public recently, we made a lot of progress behind the scenes. Expect a news post soon ;)