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TIGSource ForumsCommunityDevLogsArpago -- a retro 3D dungeon crawler
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Author Topic: Arpago -- a retro 3D dungeon crawler  (Read 926 times)
Paszq
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Arpago!


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« on: October 09, 2018, 02:23:42 PM »

Hello everyone!

I am Pawel and in my free time I have been working on a game since about May 2016 - in March I've started working with Adam, who is sound designer / composer for the project. It's a top-down action dungeon crawler (I like calling it RPG-lite though). The game is set in a cartoony fantasy universe, has semi-open world divided into zones, and a lot of freedom regarding the playthroughs.

The game is called Arpago.


Player can choose one of 3 playable races - Human, Fox Folk, or Troglodytes, and one of 5 classes - Warrior, Ranger, Marksman, Summoner, Battlemage.


The game has working combat, inventory, spells, quests, map, NPCs, enemies, dialogue, interface, usable objects (ex. tools), and split-screen.

Major inspirations were Egoboo- a roguelike from early 1999, which I used as a reference regarding combat dynamics, "kind-of" visual style, and perspective. Dungeon Siege - hack'n'slash / RPG from 2002 - it was my go-to inspiration regarding magic, class design, balance, as well as its dedicated huge multiplayer map was a good example of world design. Also Tibia, an MMO from 90s - from that one I took some lessons regarding world design, creature balance, and atmosphere. Other mostly minor inspirations probably were Gothic 1 & 2 (settlement design, Khorinis is just a great city), Neverwinter Nights, and Sacred.

Here are some media from the game :D

Video of the first 10 minutes of the game



Dialogues

NPCs

Melee combat

Setting a trap

I've got a Twitter and a Website with devblog, which I try to keep updated. At the moment we are working on demo version of the game, which will contain 2 classes, the tutorial and the first act. I've got a bunch of lore pieces, concept art, more gifs and so on - I just don't want to put everything in that one post Smiley
If you are interested in the project, please let me know! Any ideas, any criticism, any suggestions - all kinds of feedback are welcome!
« Last Edit: May 20, 2019, 04:45:43 AM by Paszq » Logged

Paszq
Devilkay
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Hi! First game-dev experience!


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« Reply #1 on: October 09, 2018, 11:31:05 PM »

oh, so cute!
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Paszq
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Arpago!


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« Reply #2 on: October 16, 2018, 02:44:00 AM »

oh, so cute!

Thanks!

In the last week I've been working on polishing tutorial experience. I think that first impression is the most important one, as it can only be made once Smiley so these first minutes with the game are insanely important. Here are a few seconds of the intro cutscene:



The tooltips were pretty rough - I remade them, so that they are a part of the HUD. Previously they were game-world objects, and they often disappeared off-screen, as well as caused crazy performance drops.



I also added additional savepoints to the first area, in case player somehow dies - I think they look pretty nice, so here's one of them :D



Some time ago I've also tweaked weapon trails, which look cool and still have a lowpoly look! The effect here has much higher alpha, to make it more visible.



By the way, is there a way to embed .mp4 videos on TIG Source? I think everyone can agree that gif format should just drop dead and be forgotten...
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Paszq
Paszq
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Arpago!


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« Reply #3 on: January 16, 2019, 11:14:36 PM »

Haven't written for a while, but I have been working on the project tirelessly :D Sorry for a ton of Twitter links, but adding mp4/gifs/images to each forum or rehosting it anywhere takes a ton of time, and I am just one person Sad As a side note, I think tweets should get embedded, it's been a pretty standard feature for a few years now.

I managed to implement a different animation system for weapons, each one can have a unique animation (instead of predefined by very broad weapon type). Here's an example - Slingshot for Ranger:

https://twitter.com/ArpagoGame/status/1052306449181929474

I completely remade buffs/debuffs system - replaced it with Aura Controller, each aura can have its own icon, effect, length, etc... all affected by player/enemy stats. And it is all visible on the hud :D

https://twitter.com/ArpagoGame/status/1057402438150471682

...as well as few new particle effects, a few examples:

Stun:
https://twitter.com/ArpagoGame/status/1059100272457383936
Haste:
https://twitter.com/ArpagoGame/status/1066110680091246592
Armor buff:
https://twitter.com/ArpagoGame/status/1066443019900080128
Invisibility:
https://twitter.com/ArpagoGame/status/1064956758144233472

I implemented Pause functionality, as well as a bunch of in-game settings (which are saved, yay!)

https://twitter.com/ArpagoGame/status/1061763647138160640

Added Death system - for now, a short message is shown for a few seconds, and then you get teleported back to the last camp you rested at. Later, I plan on healing all enemies around the player who died, to remove possibility of rushing back after respawn again and again:

https://twitter.com/ArpagoGame/status/1067181557394243584

Created a ship that will be present in the game's intro sequence:

https://twitter.com/ArpagoGame/status/1071807112181895168

...with fully modelled interior, which serves as main menu + character creation hub:

https://twitter.com/ArpagoGame/status/1073020597200916481

Completely redesigned loading system - now with added level-specific loading screens and progress bar:

https://twitter.com/ArpagoGame/status/1075770898504806401

Split-screen multiplayer functionality added to main menu + improved co-op specific interface + fixed a TON of issues with it:

https://twitter.com/ArpagoGame/status/1076847494166921216

Implemented varied environments within one "level" - like getting into a cave without a loading screen

https://twitter.com/ArpagoGame/status/1078329875566600192

Entirely new Fog of war (map discovery) controller - now it's pretty slick, and it's saved together with each player character separately. I really like it :D

https://twitter.com/ArpagoGame/status/1078458713143431173

Also added collision blocks to prevent players from falling into the abyss or walking outside of the level

https://twitter.com/ArpagoGame/status/1082039325674622977

...and currently I am working on dialogues and quests. Here's a little walk around the Dagis village, and a dialogue with farmer Ferk, who's probably the first person you'll meet there.

https://twitter.com/ArpagoGame/status/1085652692515471363

In case you have any questions or remarks, feel free to write here :D
...or visit project's Twitter https://twitter.com/ArpagoGame/
...or visit its website - http://arpago.eu


Thanks!
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Paszq
Paszq
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Arpago!


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« Reply #4 on: May 20, 2019, 04:45:05 AM »

Hi! Here's an update regarding last 4 months of progress - sorry again for Twitter links, but I guess one more click won't harm anyone Wink Onto the specifics then!

Improved NPCs - Now they can offer services, like cooking food or enhancing weapons. Also, there's been a lot of new dialogues and triggered actions.
https://twitter.com/ArpagoGame/status/1086407336980348929

Improved UI - Whenever there's something interactable, there's a nice prompt under your character, and he reads or comments on whatever it is
https://twitter.com/ArpagoGame/status/1086762759012970496

...also there's a little shiny particle effect associated with interactability
https://twitter.com/ArpagoGame/status/1127656195400065025

New weapon type - Bows, for ranger
https://twitter.com/ArpagoGame/status/1087457003004403718

Major Projectile/Hitbox rework - its workflow has been improved, and some new functionalities were gained. All creatures and all their attacks required to be migrated to the new system, it took a while but it works much better than before Smiley
https://twitter.com/ArpagoGame/status/1106904639931326464
https://twitter.com/ArpagoGame/status/1106296653965856780

Talent trees - each class will have unique set of talents to choose from. For now there's Ranger's one...
https://twitter.com/ArpagoGame/status/1099630248579289088

...and he has some gameplay-altering choices to make, like deciding whether he'd like to be more close-range or long-distance fighter...
https://twitter.com/ArpagoGame/status/1111004218746392577

...or deciding between high damage enhanced shot and crowd control icy shot!
https://twitter.com/ArpagoGame/status/1112802168954933248

Some bugfixes and visial improvements to tutorial puzzle area
https://twitter.com/ArpagoGame/status/1117235107323105281

Save/load system additions - talent trees, quest progress, and map discovery is correctly saved and loaded with your character Smiley
https://twitter.com/ArpagoGame/status/1118993614472994822

Bugfixing options screen, which works fine now!
https://twitter.com/ArpagoGame/status/1119385982841892869

Den area has been filled with assets and enemies, and who knows what else lurks in the darkness Smiley
https://twitter.com/ArpagoGame/status/1124792618951544832

Added a little underwater area
https://twitter.com/ArpagoGame/status/1125875179610148867

Added a new creature race - Collossus
https://twitter.com/ArpagoGame/status/1127377793837404165

...wondering what he's up to?
https://twitter.com/ArpagoGame/status/1127621449127202816

Added a very different control scheme for KB+M - mouse targeting, like in Torchlight or Diablo Smiley
https://twitter.com/ArpagoGame/status/1130196423398559745

So I guess that's quite a lot of major changes recently, now the plan is to focus on adding world state changes, plus content creation - quests, areas, zones, interactable objects, enemy placements, and some balancing wouldn't hurt either.

I have created a Discord server for the game, everyone's welcome Smiley https://discord.gg/qdeQh9
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Paszq
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