Tag: Ardenfall

  • Video Devlog #4: Terrifying Vine Creatures and Necromancy!

    Video Devlog #4: Terrifying Vine Creatures and Necromancy!

    This devlog comes packed with new updates! New VFX, monsters, locations, and improvements.  

  • Devlog Video #1: Introduction to our Open World RPG!

    Devlog Video #1: Introduction to our Open World RPG!

    After four years of development, we have finally made our first devlog video! This video acts an introduction for the project – locations, monsters, mechanics, and quests! I hope you enjoy our introduction to the world of Ardenfall.    

  • Combat and Creativity (Devlog 13)

    Combat and Creativity (Devlog 13)

    Another Devlog, this one super late! Luckily it is also packed full of content! In the past month, the AI and Quest system has been worked on, making more and more quest types possible. We’ve also added new creatures, attacks types, clothing, and even an overworld Dungeon! If you missed the devlog, be sure to…

  • Monsters and Models (Devlog 12)

    Monsters and Models (Devlog 12)

    After a bit of devlog silence, Devlog 12 finally is here, showing off several new monsters, features, and tools. Development is starting to get up to speed, with more planning and focused goals. If you missed our last devlog, be sure to check it out! And without further ado, let’s begin. Kimashi While not implemented…

  • Swamps and Systems (Devlog 11)

    Swamps and Systems (Devlog 11)

    Hello and welcome to Devlog 11 for Ardenfall, the open ended RPG! These past few weeks has seen some major new additions to the project, from new swamp trees to a new dialog system and quest system, and the beginning of a new AI system. So much to go through, so lets begin! As usual,…

  • Dialog and Optimizations (Devlog 10)

    Dialog and Optimizations (Devlog 10)

    Hello, and welcome to the 10th devlog for Ardenfall, the Open Ended RPG! This is a more technical post, with few gameplay features. However, I hope you can still enjoy reading, alongside checking out our last devlog. New Armor Set Toshi has done it again, building a new armor set. This time the armor is…

  • Combat and Tools (Devlog 9)

    Combat and Tools (Devlog 9)

    Hello again, and welcome to the 9th devlog for Ardenfall, the open ended RPG game. A large chunk of the additions this time around have been rather technical tool implementations, as opposed to simply being gameplay features. I’ve decided to split this post into two parts – gameplay, and technical. Gameplay Segment Blocking and Parrying…

  • Crafting a Sky System in Unity

    Crafting a Sky System in Unity

    In a normal scene, the sky can often take up nearly 50% of the screen. With that in mind, I set out to create a sky system that is beautiful and simple. This is a technical dive into the inner workings of Ardenfall’s sky system. If you’re more interested in individual features, then I would…

  • Armor and Animation (Devlog 8)

    Armor and Animation (Devlog 8)

    Welcome to Devlog 8 for Ardenfall, the open-ended RPG! We managed to get some good content built, especially some awesome armor sets. If you missed the last devlog, you can check it out here. Moving on, here is our work for the past few weeks! New Armor Toshi has modeled some awesome armor, a traditional…

  • Open World Streaming in Unity

    Open World Streaming in Unity

    When I started working on Ardenfall, I quickly realized I would need to develop a world structure, and world streaming. Here’s a dive into the technical bits on how Ardenfall loads its world! If you’re more interested in the project itself, then the latest devlog may be more to your liking. Regardless, lets continue! Data…