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TIGSource ForumsCommunityDevLogsIsles Of Arthanos - moddable first-person coop fantasy rpg
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Author Topic: Isles Of Arthanos - moddable first-person coop fantasy rpg  (Read 1323 times)
PaperBagCrusher
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« on: February 11, 2016, 08:39:20 AM »

Hello everyone! I can't begin to explain how excited I am to show you guys what my friend and I have been working on. If you think our game is interesting I encourage you to join our forums and become part of the community. Beer! I had to post smaller versions of the screenshots you can see the full rez versions on the website.

Website : www.islesofarthanos.com
Twitch Channel : http://www.twitch.tv/paperbagcrusher
Twitter : http://twitter.com/peakwaysoftware
Youtube : www.youtube.com/channel/UCVkVYLRBDeJm050muWK1KUg



Isles Of Arthanos is a first-person medieval multiplayer fantasy game where players can design their own worlds and share them with the community. This is an indie game being developed with Unity5 by Peakway Software, a small independent company that currently consists of two people.

The goal of this game is to provide a fun RPG experience with optional cooperative gameplay and a massive amount of replay value. Isles Of Arthanos has two levels of "mod support." The first level is the world editor that comes as part of the game itself and not additional software. These are the same tools we use to build the game, so players will be able to design their own wolds without knowing game development techniques by using the tools and assets we provide them. The second level is more traditional mod support where players can add their own custom art and gameplay functionality via scripting.

We believe in the power of creative players and understand the importance of a multiplayer community. Because of this, we are going to be very open with our community about the development of Isles Of Arthanos and very active with our fanbase. Every week we will be streaming the game's development on twitch and you can get in touch with us through our forums and social media pages. Please feel free to join our forums and community, we want to hear your feedback!


These are just a few of the screenshots, there are many more on the website. (www.islesofarthanos.com)













Features

World Editor


The world editor is a robust toolset that allows players to design their own worlds and game experiences. These worlds can be shared and downloaded among the community. Players don't need to download any additional software in order to create levels, the world editor is part of the game itself. Seamlessly drop in and play a level while you are building it at the push of a button.



Mod Support



With mod support players can create their own unique art assets and gameplay with third-party tools and scripting.



Cooperative Multiplayer



Isles Of Arthanos allows for many different cooperative experiences that depend on how the level is designed. Some levels can resemble an open world coop experience with many quests, a smaller horde style coop experience with side-quests, or even large raid style content. The scale of the coop experience depends on the level design.



Skill Based Gameplay



Gear and stats are not the sole determining factor of success in Isles Of Arthanos. Players will have to use strategy and skill based battle tactics in order to defeat enemies. A simple example of this would be blocking just before an enemy strikes to negate the damage.



No Insane Grinding



We don't believe in forcing players to do tedious tasks in order to progress their character. Characters will level up and reach their maximum stats fast, the main form of progression comes from learning new skills and abilities in the world and combining them into unique strategies that may or may not prove to be effective.



Enhanced Skill Progression



When a player learns a new skill or ability they will not automatically be an expert in that skill. Each skill will have its own skill tree that can be leveled up with skill points and used in different ways. For example, a fire spell may have 5 different categories to pour skill points into. Common categories for a fireball spell would be projectile range, area of effect damage, burn damage over time, regular damage, and reduced mana costs. You could spend a lot of skill points on a fireball spell and cast the ultimate fireball, or you could spend less and cast a very specific type of fireball useful for a specific type of situation. Players do not have an infinite amount of skill points, this prevents a character from being an expert in all skills. Players will be able to forget skills they do not want anymore and will then have to earn more skill points to invest in something else. Skill points are independent from a characters level and can be earned after a player reaches max level. They can no longer be earned once a character has reached the maximum amount of points allowed. Everyone has their limits.



Enhanced Smithing



Weapons are divided into components that players will have to smith individually and then combine together to form a complete weapon. These components will have different effects and will not always be considered a linear upgrade from other components. For example, in order to create a sword you must create the hilt and blade separately before the sword can be made. One type of blade might do more damage than a different type but that other type might be more durable and have more enchantment slots. These two types aren't necessarily better than the other option but might perform better with specific play styles and character builds.
« Last Edit: March 25, 2016, 04:12:20 PM by PaperBagCrusher » Logged
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« Reply #1 on: February 15, 2016, 10:03:42 AM »

Hey everyone! I wanted to inform you all that my Twitch channel is up and I'm going to be streaming the game's development 30+ hours a week. So please feel free to drop in, hangout, and ask any questions you may have.

Twitch Channel : http://www.twitch.tv/paperbagcrusher

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« Reply #2 on: March 04, 2016, 06:57:07 AM »

Hello everyone, we've been doing a lot of work on interiors and even re worked a lot of the building system. Here's some screenshots from the environment I made in game on our twitch stream.























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« Reply #3 on: March 09, 2016, 03:04:12 PM »

Uploaded a video showing some of the terrain and biome features, going to probably upload one showing buildings and object placement tomorrow or Friday.



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« Reply #4 on: March 19, 2016, 04:27:15 AM »

New armor set, roughly 4 days of work.

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Pixel Noise
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« Reply #5 on: March 19, 2016, 07:21:32 AM »

Wow - I think this looks pretty stunning for only a two-person team.

Really curious to know more details - is the core gameplay single-player, with optional co-op? How many people will be able to play together at a time? Will worlds be "persistent", or separately instanced?

This seems like a hugely ambitious project - but I think the mod support is a great idea, and it looks like your art style is already very polished and really well developed.

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« Reply #6 on: March 20, 2016, 08:47:41 PM »

So basically it will feel like a single player game with optional co-op. You invite your friends to your session and then they will spawn at like a dock or something or maybe even right on you. As far as max players is concerned I think we will change it on a per map basis in the level editor settings. The core co-op experience should be a max of four players but hopefully we can push it further to like 8 or more for more raid style content. The islands are instanced, you will go to a dock or blimp to travel between them.

Also finished another set of armor, this will be a kickstarter backer reward.

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« Reply #7 on: March 25, 2016, 04:10:16 PM »

Made some new weapons this week and rigged them to the character.

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Pixel Noise
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« Reply #8 on: March 25, 2016, 04:55:39 PM »

So basically it will feel like a single player game with optional co-op. You invite your friends to your session and then they will spawn at like a dock or something or maybe even right on you. As far as max players is concerned I think we will change it on a per map basis in the level editor settings. The core co-op experience should be a max of four players but hopefully we can push it further to like 8 or more for more raid style content. The islands are instanced, you will go to a dock or blimp to travel between them.

Gotcha - 8 would definitely be nice. And I really like that helmet! Though I feel like the lower part could be curved/stylized a bit more - the hook up top is very cool  Beer!
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Pixel Noise - professional composition/sound design studio.
 https://soundcloud.com/pixel-noise
 https://twitter.com/PixelNoiseMusic
 https://pixelnoisemusic.bandcamp.com/

Recently completed the ReallyGoodBattle OST!  https://www.youtube.com/watch?time_continue=2&v=vgf-4DjU5q
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