A bunch of good indie games is on sale now, and Arcane Worlds is one of them!
Check out all the games, as the Not on Steam sale will end in a week. And consider voting on Greenlight for those you like
A bunch of good indie games is on sale now, and Arcane Worlds is one of them!
Check out all the games, as the Not on Steam sale will end in a week. And consider voting on Greenlight for those you like
The game is now available on IndieGameStand Store.
It’s also approved on Desura and will be released there on October 12:
If you missed it, it’s on Steam Greenlight now as well, please vote!
The game now has sounds and I made a trailer to show what it’s all about:
Also I put it on Greenlight, please vote for it!
I’m going to try publish it on Desura and submit it to GOG, as well as doing more promo stuff.
The main feature of this update is trees, not much, but they change how the worlds look and there’s something to burn with lava which I’m going to add in the next updates.
There’s also some secret stuff related to trees, but I’ll let you discover it yourself.
As usual, you can download the free demo or get the alpha update using your key link if you purchased the game.
You can now find spells while exploring, and some of the old ones have to be found (or cheated) now. I also added GUI animation system, spell icons and cheats menu.
As usual, you can download the free demo or use your key link to download the latest alpha version if you already purchased the game.
The transparent water looks much better. It still needs some improvements to look less blocky and flickery.
I also improved simulation to avoid over-acceleration on slopes. This is in preparation for water sounds (which would be wrong if water flowed too fast) and lava (which shouldn’t flow too fast). As the result, flows look much better now and vortices and other interesting effects have appeared.
I changed stone shader to make it easier to add new stones, and added some menhirs to mark magic circles.
Oh, and I added the main menu. I have logo designed on paper, but I didn’t get it into the game yet, so the title is just text for now.
Changes:
In not-so-good news, I’m slowly running out of my savings, so unless something happens and a lot of people buy my games, I’ll start looking for a job in August. I won’t abandon Arcane Worlds, but developing it will take longer.
It was a long time since last update because of real life issues mostly. But it’s out now. Get demo or download new alpha version from your link if you purchased it before.
I spent a lot of time creating new GUI system and doing some research. I’ll use that GUI not only for Arcane Worlds, but for in-game tools, such as building editor, as well as for future games.
I also added birds. They fly around in flocks and attack when you get close. They are weak but agile, so self-guided and area-of-effect spells are better against them.
There are minor fixes as well, new artistic post-effect and optional crosshair.
All spells have effects now, so no more firecubes. It looks like a cosmetic change, but actually it’s a basis for future spells, including attacking ones. I’ll add more of them, and you’ll be able to find some of them while exploring the worlds.
The world generator is now scripted, so you can change it if you feel like modding. It can only generate terrain and water for now. I’ll add object generation later, as well as triggers and events to script the worlds.
The first boss is small and relatively easy to defeat. The ones further in the game will be larger and trickier. Also, bosses will be chosen randomly so you wouldn’t know which one you’ll encounter on a particular play-through.
I’m considering adding procedurally generated enemies next. But for now I’ll switch to working on Arcane Worlds.
As always, more about the game and demo download here.