Plans for spring

Hello everyone, you may have noticed that we haven’t made much noise during the last few months. We took a short break to focus on school, but do not fret, we’ll soon be back with more updates, and this time you’ll be getting more than just arena combat!

 

We will start with the production at the end of this month, trying the features as we go along, the level build will be released later on in the production and we hope that you stay and try it again.

 

A lot of feedback have been received from you asking for more platforming, and that’s what you’ll be getting in the upcoming level we’re making! Along with that, we’re also planning to possibly implement some new spells, a boss fight, and even a small glimpse of the story we’ve got in store for Naar.

But until we’ve got most of the new level ready, you’ll be able to try out upcoming features in the arena.

 

A special thanks to the people that downloaded our game and left us with a lot of feedback and bugs to fix! Hopefully we’ll be able to build something great here with your help! The adventure will be starting soon, and we hope to see you in Al-Dunya!

 

They come in waves

The second arena build is finally here! This is our final week before have before leaving for our holiday, and this time id did not end up nice and smooth as we planned it.

We made changes to the spells and added some extra combinations, casting light magic will spawn a shield instead of a laserbeam.

We added more assets to the arena, reconstructed the walls and made some minor adjustments.

 

Arenathird

 

The enemy AI behavior has been adjusted and also sped up a bit to provide some challenge.

Health potions now spawn when breaking pots, so plan your battles carefully.

Oh and the waves are endless

Some minor adjustments was also made in the tutorial level to match the current spell casting.

 

We spent some time with feedback given to the player, such as taking & making damage, we still have a distance to go before we feel completely satisfied with our mechanics, that means that you may still give your opinions on our different features.

Regarding builds for different platforms

First off; when we finally pinned down our last tasks, we prepared to build for the different platforms, but packaging the project failed, we stayed up all night trying to find the solution but did not manage to do it.
When we finally were able to build we were only able to build for Windows 32 & 64 bit, the mac version required a specific file which we could not retrieve. And we have not had time to fix a version for Linux as of yet, we will look more into this for the next version.

If we even touch a variable we wont be able to build anything because of packaging fails, until we solve this we cant build new versions.

 

The near feature

We will take a short holiday until the second week of January. When the new year begins, we plan to start developing the demo. New enemy designs are incoming and some Naarative will be implemented bit by bit. Our end goal will be to have a complete and polished demo at the end of May, with a new level and more magic to cast!

 

We hope that you enjoy playing in our arena, and don’t forget to leave us feedback!
Stay tuned for future updates! And we appreciate all the help we received from you!

Week 8 Quick updates

Hey hey hey! We hope that you enjoyed some of the fighting in our arena!

For this week we are going to make a quick update on things that are in the making!

We pushed in our new character model, we call it Simm (The arabic word for poison). A conjured being that is half snake – and half something else! It will always try to keep its distance between itself and you, so try to be quick on your feet!

Simm

We also added a target marker to indicate which enemy you are aiming at.

For the next couple of weeks we will work on a lot of polishing based on the feedback we received from all of you. Such as when casting magic, getting hit or hitting an enemy! Before we continue adding more enemies and spells, we need to polish the features currently implemented , and hopefully replace a lot for the placeholders that we still have in the game.

 

Just as a reminder, this game is mainly intended to be played with a controller so if you are able, consider trying it out for the optimal experience.
Oh and don’t forget to leave us feedback, we really need to know how you feel about our prototypes!