Most of the posts here have focused on abstract gameplay concepts, so let's take a look at how it all works with a very basic gameplay video. In it, you can see the game perspective, some spellcasting and early game combat, as well as item usage and a simple quest.
The Winter Playtest is long past and I've since addressed most of the feedback. Since then, there has been a focus on total overhauls of older core systems to give them a more dynamic feel. This includes movement, physics and the inventory system. Because of these changes, the emergent gameplay and feeling of growth throughout the game feels (in one developer's opinion) much more satisfying.
Additionally, the inventory now supports stacking items for things like torches. The dialogue system has a configurable output speed (including instant). There is now a system for randomly generated items, and you can access the first endless dunegon.
So, a lot of work all around. In this post, I'll go through these things more specifically, and touch on what's next in the roadmap.
Starting now, and until December 20th, 2017, I am asking for people to sign up to playtest Evenfall Arcane with the Winter 2017 pre-alpha build!
This playtest comes at a time where development is beginning to pick up in terms of content. While the game is still very young in development, most of the core gameplay is in place, and this test primarily focuses on a small section of the game, which represents an early look at the opening segment.
A goal has been to give Evenfall Arcane an immersive feeling since day one of development. I want the world to feel alive. The most recent chunk of work has been executing on that goal by improving the scheduling of NPCs to include sleeping and interaction with in-world objects.
Early playtesters know that some NPCs have schedules. In Riverstone, you could see the local fisherwoman head to the river during the day, and head home at night. In Yeuknox, a married couple who owned a tavern would take turns serving. Yet, nobody ever slept. They kinda...stood around until it was time to go back to work.
As of a week ago, NPCs learned to sleep in beds, sit in chairs and more. This gives more value to the in-game clock, as NPCs are unavailable when they are asleep, and some will refuse to do business outside of business hours. So, plan your day!
It's been a busy month for Evenfall, with a whole lot of development work taking place. The current focus is on fleshing out spells, followed by building out the rest of the second town in development: Yeuknox.
Yeuknox is currently accessible in game, but there is a lot more still to build for the town. This is likely the first major town the player will encounter and has several areas, as well as the main attraction: The Yeuknox Arena. The arena will offer its own questline where the player can fight to gain ranks and claim the title of champion. Of course, there will be interesting characters and events along the way.
The first year of major development on Evenfall Arcane was spent creating a rock-solid foundation for the game. So far, that has been a huge pay-off for day to day development, but it also means that I now have this great set of foundational utilities, which were built to be game-agnostic. I ultimately planned to open source these utilities, and as of a few weeks ago, I have!
This is the first ever public Evenfall Arcane devlog, and I'm very excited to be writing it. I've been developing Evenfall Arcane for just over a year, and bringing it to the public has been an exciting period of time for me. I look forward to sharing more of the development process, playtest / beta updates and more.
In the world of Evenfall, magic resides in four groups called "Schools": Elemental, Light, Dark and Psychic. In this post, I'll be going through these schools and showing what makes them each totally unique.