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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 […]

New enemies, areas, spells

New enemies, areas, spells

I’ve made quite a big progress regarding new content. It’s still very muc work in progress, but the mechanics are in and they are functional most importantly. First of all, most spells will be class-specific. Other classes might be able to use them, although much less effectively, as long as […]

Arpago’s main city – development update

Arpago’s main city – development update

I felt the game needed hub zones, and I thought about creating a bunch of settlements, but finally I decided to create a large town. It took me over 6 months to create all assets and scripts, but it’s now pretty much done. The town will be the first place […]