Ardenfall News
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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!
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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…
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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,…
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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…
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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…



