Ardenfall News

  • Dungeons and Demos (Devlog 4)

    Dungeons and Demos (Devlog 4)

    This devlog is a quite a bit late since I wanted to pack all of our work for our demo we showed off at the ifest convention into a single devlog. We added a lot of new content, and started figuring out the workflows related to level and enemy design. New Content Ice Wall Spell…

  • Ardenfall is coming to iFest Seattle 2019!

    Ardenfall is coming to iFest Seattle 2019!

    Our first public demo will be playable at iFest in Seattle, WA on May 4th! We’ll have some goodies to give out, and a demo specially built for this event. Hope to see you there!

  • Chemistry, Swords, and Dwarves (Devlog 3)

    Chemistry, Swords, and Dwarves (Devlog 3)

    Hello again, and welcome to Devlog #3! Let’s get right into this :) Chemistry Engine If you’re familiar with Legend of Zelda Breath of the Wild, then you may have heard of the term “Chemistry Engine”. It’s a term coined by the developers over at Nintendo, and it refers to complex intertwined systems that allow…

  • Ezeki, Garvak, Streaming (Devlog 2)

    Ezeki, Garvak, Streaming (Devlog 2)

    These three weeks flew by quickly, especially since I was out of town for the a week, but I still got some work done! Here are the most exciting additions. :) Building a City I wanted to try my hand at taking our blocking of Ezeki to the next level, so I spent a day…

  • Scripting, Dialog and Quests (Devlog 1)

    Scripting, Dialog and Quests (Devlog 1)

    I decided it was time to begin a devlog series – my current schedule is going to be roughly bi-weekly, we’ll see how it goes. At some point I may start posting video devlogs as well! Modeling A Face I decided it was time to model the basemesh for the face of the characters, and…

  • Building a history that is consistently inconsistent

    Building a history that is consistently inconsistent

    History, much like science, is not “truth”, but instead truth through people’s eyes. A war was ended, but why did it end? Who won? Why did the victors win? Were they honorable? Will this war even be remembered? These questions are answered differently depending on the historian’s bias and perspective. The same should be said…

  • Quickie: Building a Scene Batcher for Unity3D

    Quickie: Building a Scene Batcher for Unity3D

    Ardenfall’s world is split into cells – each cell being a square chunk of the world. Each of these cells hold a lot of info – foliage data, region information, a scene, and other stuff. A lot of this stuff is automatically generated, because otherwise I’d die trying to get it all done! At first,…

  • Our Foliage System for Unity

    Our Foliage System for Unity

    A Custom Foliage System As everyone knows, Unity’s terrain / foliage system isn’t exactly modern. Hence, I’ve been doing everything I can to avoid the horrors of these systems. The first step in that direction was to build my own foliage system. Cell Based Data First off, a simple explanation of Ardenfall’s world-data structure is…

  • Ardenfall: An Open-Ended RPG

    Ardenfall: An Open-Ended RPG

    Ardenfall is a open-ended first-person game where you decide where to go, what to do, and how to do it. Become a thief of the night, a hero in shining glory, a puppeteer of politics… become a master of magic, or a powerful warrior. Explore a deep and alien world, talk to townsfolk, learn of…