Arcane Worlds 0.21

The major feature of this update is saving/loading of worlds, with all monsters, objects, scripts etc. It took about a month this time, but there was no way to release half of it.

The game is otherwise about the same, but feels a bit different anyway since you now keep your castles in every world etc. However, persistent worlds allow for long-term gameplay, so I’m going to build on that in the next updates.

Change log:

  • Worlds with all monsters, objects etc. are now saved in the saved game.
  • Added button to open saved games folder.
  • Added “black dot” crosshair option.
  • Combat music now starts immediately when a caterpillar attacks the player.

Some people asked about some kind of roadmap, so here’s a rough estimate of the development progress so far:

Engine tech: 64%
World mechanics: 39%
Global gameplay mechanics: 10%
Spells: 41%
Content: 7%

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Arcane Worlds 0.20

I skipped posting about the previous update, so here’s the new stuff: I added first land monsters (caterpillars), world palettes (so I can customize world colors to look more interesting than just randomly generated ones), magic vortex to highlight portals and collectable spells, and fixed some bugs.

I also researched new method for object shadows for some time, but its quality and performance isn’t good enough yet to release it.

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Moved to new server

I’ve moved my site to the new hosting.
It looks okay so far, but let me know if you have any problems with it.

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Arcane Worlds 0.18: music and improvements

It’s a small update before I start working on the more serious stuff.

Change log:

  • Added some music created by Josh Culler.
  • Added resolution selection to options.
  • Added “invert mouse Y” option.
  • Added volume sliders.
  • Spell casting auto-repeats now when you hold the button.
  • Moved missile starting position closer to the player to improve targetting.
  • Increased lightning texture resolution.
  • Improved stone cups behavior.
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Arcane Worlds released on Steam Early Access

You can get it here:
http://store.steampowered.com/app/269610

Steam keys should be available to those who already purchased the game. If you have trouble getting your Steam code, please contact me.

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Settled in Bulgaria

Just a quick note that my move is done and I now live in Varna, Bulgaria.

I started a company here to run all my business, and I’m now working on launching Arcane Worlds on Steam Early Access.

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Arcane Worlds 0.17: universe, saved games and more

Another update is released, adding universe map, initial story mode with saved games, configurable controls and minor improvements.
The universe is still lacking variety and interesting things, that’ll come in the next updates.

In other news, I finally got my visa, so I’m moving with my wife and three cats to Bulgaria (from Russia). So I’ll be busy with that for about a month, I think.

Suddenly, after Groupees sale Arcane Worlds was greenlit! I’ll put it on Steam Early Access and get Steam codes for all people who already own the game, but I need to create a company in Bulgaria and deal with other stuff first. Expect it on Steam in about a month or a month and a half.

No video this time since I’m busy packing and preparing for the trip.

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Groupees spotlight

Arcane Worlds is on sale now on Groupees spotlight!
Pay what you want (minimum $1) to get alpha download, Desura key, and Steam key when it’ll be greenlit. There are some bonus wallpapers if you pay more.
It’ll run for about 39 hours as of now.

Don’t forget to vote on Steam Greenlight for it!

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Vote for Arcane Worlds on Indie DB

The voting for Indie of the Year 2013 has started on Indie DB.

Vote for Arcane Worlds to help it win!


2013 Indie of the Year Awards via Indie DB

In other news, interesting things are coming next week, and the next update is close to be released. Stay tuned!

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Lava in Arcane Worlds 0.16

There are natural volcanoes now, and you can find Volcano spell (not in demo though).
I also added some inertia to the player movements and fixed some minor issues.
Also wyverns and portal have new sounds now, made by Josh Culler, who is making some music for the game as well.

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