Category: News

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 […]

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 […]