Category: News

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 […]

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 […]

New crossbows + initial balancing attempts

New crossbows + initial balancing attempts

In the last few days I’ve prepared a rough excel sheet of how I am going to approach damage calculations in every scenario. As I had two new enemies for higher levels, I decided first to balance is Ranger class – a mobile archer. He will be the only crossbow […]

Gameplay videos – New enemies and areas

Gameplay videos – New enemies and areas

After a little break, I continued development of the project. In the recent weeks, I added a lot of new features to the game, so I’ll follow up with a few new posts regarding updates. First of all – gameplay videos. I added 2 new enemies and basic setup for […]

Quest Log, trading, minimap, new UI elements

Quest Log, trading, minimap, new UI elements

Quest log In order to track which quests are completed or in progress (and at what stage they are), a journal is needed. Each quest has a preset number of stages and each action (entering an area, choosing a dialogue option, etc.) can lead to the next one (non-linear quests […]