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New areas, assets, UI pieces

New areas, assets, UI pieces

Arpago’s first chapter will take part on the island named Dagis – location where the character is stranded on for a while, populated by a bunch of friendly faces as well as a ton of unfriendly ones 🙂 There are a lot of scenic views and the atmosphere is mostly […]

Major update – Sound, music, feedback, tutorial

Major update – Sound, music, feedback, tutorial

In the last month we’ve been adding/polishing the following – sound design – adding music, sound effects, and all audio systems – improved combat feedback – new particle effects, screen shake, white blink on hit, juicy sounds – cutscene system – it allows any camera movements/rotation, custom animations of characters, […]

Major update – sound, UI, tutorial, visuals, animations, and more!

Major update – sound, UI, tutorial, visuals, animations, and more!

A general update post regarding Arpago’s recent development… First of all, I started working with a sound designer / composer – Adam, who takes care of the audio part of the game – a complete redesign and a lot of additions had to happen in order to implement that, and […]

Little improvements, in-game tutorial

Little improvements, in-game tutorial

Most recent additions to Arpago are overall fixes regarding game’s interface polish. When players start the game, they might feel a little lost – the tutorial will help themselves get familiar with the UI, the controls, the games rules, combat, and so on. For this reason, the first area was […]

Content – new enemies, area

Content – new enemies, area

A bunch of new enemies has joined Arpago’s bestiary  A possessed Skull is a being summoned by dark magic and generally lurks in deep dungeons, tombs, abandoned ruins, and cemetaries. It poses a larger threat to ranged characters, as it has a very strong, screen-sized area of effect slow, as well as […]

Arpago’s AI explained

Arpago’s AI explained

The enemy AI needs to take into the account multiple players and players’ summons, which wasn’t a simple thing. Fortunately, I planned multiplayer for a long time, so while coding the AI, I implemented special aggro mechanics, which work amazingly well! This is a very interesting topic for me. Each […]