My 3D game project, a bit similar to Tibia!

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Paszq

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I mostly finished the tutorial area, I'd say it's 95% done, and I moved to the surface. I discovered a really cool asset, which allows me to build terrain much easier, and I found a way to make the environment the cool kind of blocky :D Here's how creation process looks, it's like 10 times faster than what I had to do before:

Editing terrain


I also modified movement script, as the character had problems walking on slopes, here's how it looks walking on newly made hills!

Walking on the hills


And here's the farm that you'll have to get through right after leaving the dungeon

Farm!


Bird's-eye view of the first village, I'm trying to keep it small and simple. Placing different objects along each path to help player navigate through the environment, as there will be no quest marker GPS - you'll have to rely on quest descriptions and dialogues to find objectives.


Village overview

Very happy with recent progress :) and here's a bonus pic, showing all playable races in Arpago

 

Forby

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Great work! The game has a nice charm to it. Looks like a lot of fun to play.
 
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I didn't have time to post updates recently due to real life stuff, but now that everything's settled, here's what's going on :)

Arpago's first chapter will take place on an island called Dagis. That's where the character is stranded on for a while, there are several friendly faces as well as a ton of unfriendly ones :)
Recent weeks I spent designing the areas - creating some pretty environments, placing scenic views, making the atmosphere cozy... as well as placing enemies. Also, I've managed to create a much better water shader which matches the style of the game, as well as remade dialogue interface - it now shows the close-up of NPC's face, to make them a bit more memorable ;)

An overview of the island - there will be 5 or 6 main "zones" in the first chapter: Dagis village, woods, hills, cemetery, swamp, and one that isn't yet created - sand dunes / beach, which might be a separate smaller nearby island. I'm planning to include 3 underground zones with multiple entrances around the area - river cave, lost crypt, remote ruins. Village will house 8 NPCs, wolves will populate the woods, goblins and slimes will roam around the swamp, spiders and ghouls will skulk around the graves.







Short vid showing village's farm which supplies the food for its inhabitants, as well as new dialogue interface with head camera :)

http://arpago.eu/wp-content/uploads/ferk_npc.mp4

And another vid with combat segment at the swamps:

http://arpago.eu/wp-content/uploads/swamp_fight.mp4


If anyone wishes to know more details, go ahead and ask questions, I love answering them :D I hope it doesn't sound to spammy - a bit more media is available at the website here. Or check the Twitter, which requires much less effort to post gifs regularly :p Cheers!
 
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Looks fun x) How about the storyline?
Thanks! The storyline is a work-in-progress, although there's a pretty solid piece of lore ready. I haven't released it yet fully, as it is still in "sketch" phase, but I can paste it here. Just remember that stuff might change regarding most of it :)

Lore
Arpago is a world thousands of centuries old, but its recorded history reaches only few hundred years into the past.

Most of the habitable land represents The Continent – a huge landmass that over 40 years ago has undergone a unimaginable cataclysm, called The Downfall. After many decades of complete hiatus, mainland’s volcanoes started erupting one by one. Falling debris destroyed cities and villages, ground being shattered in many places ruined farmlands, lava burned every sign of life it encountered on its way, and dark smoke covered the skies as far as it could.

The population of The Continent, consisting mostly of Humans, reacted quickly by abandoning their belongings, leaving their homes, and taking their families onto dozens of ships that have sailed to the East, where many islands were said to be uninhabited. The Archipelago, as it is called, greeted them with open arms. They’ve had occasional contact with natives of the islands before, but felt no need to go into each other’s way, so until this moment, their cultures were mostly separate. Native people – Fox Folk and Troglodytes have provided them with places to build settlements, taught them about their culture, about their habits of living, and how they could get along. As complete separation was not an option anymore, the Leaders of each faction have agreed upon several basic rules, written them down in the both languages, and swore an oath to keep peace regardless of differences.

“There will be more meaningful issues than any petty quarrel you might have with any of us, so save our time and strength, since we are going to meet on the same side in any case.” – Host Feirika, leader of Fox Folk

“Just because tomorrow is not a given, it doesn’t mean that the next day doesn’t matter.” – Chosen Icci, leader of Troglodytes

“What could have been the end of the tale, has become the beginning of a new chapter. We shall write the rest of it together.” – Sovereign Raettif, leader of Humans

Everyone was allowed to pray to whoever they want. Most popular were three Known Gods, two of whom were appearing and actively interfering with the world. Nature’s spirit – Folaei, who took care of all living beings, healing spells, enchantments, and magical runes, had a symbol of tree-shaped stone. Another one – Amaranfire, symbolized by cold flame, was the god of ice, warmth, low and high tides, seasons, sunlight, and arcane knowledge. The last one who hasn’t been heard from for many centuries – The Gone One – he was known for providing safety for the weak, and protecting families, but his exact domain is not remembered anymore.

As the refugees kept coming for a long time from The Continent, a proper place to live was needed. Humans were experienced builders, so they constructed cities, with much more houses than required at the time, as well as bridges and shipyards. All such decisions were made together by the Leaders, while unusual and major ones – like establishing traderoutes or lumberyard locations were discussed with anyone who wanted to take part in debates. As Fox Folk used to live in small huts in the woods, and Troglodytes were using cottages near the coasts or caves, large cities were a new concept to them, and some of them wanted to give it a try.

In the end, everyone lived wherever they wanted regardless of origins. Troglodytes happily protected the cities with their magic against wild creatures, Fox Folk were the main voice of reason in any discussion that took place, translated written material into islands’ native language – Folii, and served as guides through the forests, while Humans helped everyone travel on the islands by building roads and bridges. Apart from high tides, rare diseases, outlaws, and occassional Hydra or Vyvern attack, there were no larger issues going on for many years.

Until The Second Downfall has happened. Initially regarded as a much smaller one, as it just slightly missed the Archipelago and didn’t destroy anything of greater value, it cracked the land open in many places, revealing Neverending Abyss. At first, there were rare and far between sightings of shadowy creatures flying in the distance. Later the dead were said to be coming back to life. When Sovereign Raettif died to a never seen before beast made of tar and smoke in presence of tens of citizens, everyone knew that these weren’t just myths made up by madmen. Situation has slowly begin warping and twisting. That’s where your story begins…

“High tide is forthcoming, but it won’t be water this time.” – Chosen Icci, paraphrasing an old proverb

“Bravery is the only cure to fear. Stop moaning and protect who you live for, now.” – Host Feirika, leader of Fox Folk, speaking to the people who turned to her after Raettif’s murder
Sorry for a wall of text, but you asked for it :D I'll need to review it once again and add a few images.

The above is general lore, but the first act of the game will start with you, one of the last people who escape The Continent, sail together with a bunch of other people towards one of Arpago's isles. During the passage, you encounter a storm, your ship crashes at seemingly an unknown location. You find yourself on a beach, explore a bit, and "find" a dungeon by falling down a hole. It seems to have been abandoned not so long ago, but it's already populated by rats, spiders, and so on. You find your way through it, get past an underground cave system, and walk out in the backyard of a farm in a secluded village on an island. As the storm has destroyed the only boat there, you'd need to find a way to repair it in order to get to your destination.

Also, you can read a bit about playable races here - Races - Arpago
Just noticed there are some minor typos in the text above, sorry for that, I'll fix it :D
 
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Hi. Last month I've made a lot of progress, although I'd have to say most of it is "behind the scenes", so it might not be too interesting or visually impressive for everyone :)



A lot of improvements related to NPCs :)
- new interface
- new font
- automatic resizing for the dialogue clouds
- dialogue component generation from text file
- quest component generation from text file

The process of changing or adding new dialogues and quests is 100 times easier for me now, and it looks like this:
1. I write NPC dialogue using my Excel template



2. By using functions, I transform the above data into a format readable by my script

3. I save it as a text file



4. I add .txt to the Unity project and set it as Text Asset in NPC script





5. Similarly, I design the quest in Excel



6. I save it as .txt
7. For each quest, there's one text file, so I add new file to the array with all quests.



Also, I've prepared a general overview of the questlines in the first act of the game. There are 2 possible approaches to escape the island - use the help that NPCs offer, or do it all yourself :)

At this moment, I don't plan to add any kind of GPS or magic pointer. I prefer the approach similar to Morrowind or Gothic - NPCs tell you about the objective's location, how to get there, points of interest, and so on. Most important stuff is available in Quest Journal, which you can see on the screenshot. I want the player to explore and get to know the world, instead of blindly following the markers using autopilot.
 

danick10

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Good Job ! :p I know the hard works behind a system like this ! :p I'm using something quite simmilar but I prefer using XML file instead of txt :p I will escape your island without any npc help for sure :D can't wait!
 
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A little bit of new additions to the game - sorry for Twitter links, it loads much faster that way :)

Improved enemy pathfinding - they can go around each other now to some extent, and there are no glitches/jumps: Arpago on Twitter

Re-implemented weapon trails, and made them look better!
Arpago on Twitter

Inventory interface improvements: Arpago on Twitter

Added a bunch of new camps (which are savepoints) to the tutorial area: Arpago on Twitter

Completely new animations for almost all Ranger abilities, pretty happy with those :) Arpago on Twitter

Few pieces of creatures concept art: Arpago on Twitter

Tricky Trap now has a cool animation when triggered: Arpago on Twitter

New tooltip system, the old one was cool but it caused issues (disappearing in certain camera angles, slow performance): Arpago on Twitter

And some combat, because I haven't posted any in a while :) Arpago on Twitter

Using feedback from various sources, I tried improving whatever I could last month, and picked up the pace a bit. As always, I'd be more than happy to answer any questions :D Cheers!
 

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Damn it looks so nice, You have to be so skilled to do something like this
gratz!
 
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Damn it looks so nice, You have to be so skilled to do something like this
gratz!
Thank you, that is really nice to hear! Although, you don't need to be that skilled - you just need to have some dedication, invest enough time, and you can bruteforce through the difficulties like I did :D
 
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Haven't written for a while, but I have been working on the project tirelessly since October :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 :(

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:


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


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

Stun:
Haste:
Armor buff:
Invisibility:
Arpago on Twitter (https://twitter.com/ArpagoGame/status/1064956758144233472)

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

Arpago on Twitter (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:

Arpago on Twitter (https://twitter.com/ArpagoGame/status/1067181557394243584)

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

Arpago on Twitter (https://twitter.com/ArpagoGame/status/1071807112181895168)

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

Arpago on Twitter (https://twitter.com/ArpagoGame/status/1073020597200916481)

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

Arpago on Twitter (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:

Arpago on Twitter (https://twitter.com/ArpagoGame/status/1076847494166921216)

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

Arpago on Twitter (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

Arpago on Twitter (https://twitter.com/ArpagoGame/status/1078458713143431173)

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

Arpago on Twitter (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.

Arpago on Twitter (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 Arpago (@ArpagoGame) | Twitter (https://twitter.com/ArpagoGame/)
...or visit its website - Arpago - Dungeon crawler action RPG Devblog (http://arpago.eu)

Thanks!
 
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Hi! Here's an update regarding last 4 months of progress :D

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.

Improved UI - Whenever there's something interactable, there's a nice prompt under your character, and he reads or comments on whatever it is

...also there's a little shiny particle effect associated with interactability

New weapon type - Bows, for ranger

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 :)
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 :)
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 :)
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 :)
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've also created a Discord server dedicated to the game, feel free to join :D - Join the Arpago Discord Server! (https://discord.gg/qdeQh9)
 

naprawiamforum

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Id be nice if you just managed to port it to a phone as it doesnt look that requiring to need a PC honestly ;p and would probably get more players via mobile :)
 
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