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An endbringer which I can only offer my eternal, undying love.
💖 I am beyond moved by your overwhelming support. Your belief in me and my work is an incredible gift. You are a champion among champions. Thank you so, so much!
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Project Arkavite is a H-RPG game about experiencing the adventure of a lifetime. Our tale begins in a land rich with fantasy and sprinklings of dungeon-punk. This is a world of magical guns, swords and sorcery -- sporting lecherous lewds and magnificent mysteries!
Broadly speaking, I’m designing an open world in which you can go around adventuring, surviving and exploring endlessly. Something with many JRPG fantasy traits, but doesn’t strictly lock you down the path of a linear story. While the game will have a core narrative, there will be plenty of other aspects focusing on exploration, combat, survival, romance, "romance~", and customization.
◉ Customization - The player character is provided with numerous slots for apparel, but customization doesn't end there! Magical potions, curses, and esoterically induced transformations will present an added layer of customization, allowing you to alter your body in lewd and perverse ways.
◉ Romance - In Arkavite you will find traditional romancing akin to what you'd see in otome gamu, and that other kind of "romancing~" you may find in eroge. Let your mind run wild! We have a main cast in mind. Pretty bois and some lovely ladies. Capture targets are key!
◉ Survival - Food, drink and rest will be present in this game. When the going gets tough and supplies start dwindling, you may find yourself forced to dine on things you probably shouldn't be eating. Crafting, and construction are also a given. In later stages of development we will tackle weather systems and environmental hazards, both standard and magical.
◉ Exploration - We’re aiming for an open and somewhat organic world. From cities and villages to castles and ruins, a large portion of the world will be hand-crafted. To make the world feel truly larger than life, portions of the world will be procedurally generated. Devious dungeons and wilderness that'd swallow you whole. Our goal is to create an unpredictable, yet enjoyable experience in this endless world of Arkavite.
Why Support Arkavite? Developing games and experiences is my passion. If you've arrived at this page, genuinely like what I do, and want to see it go further, your support would mean the world to me, and go a great way in helping secure the future of this project! I’d like to offer more if possible, so if there’s anything you want to be seeing from me on top of what I do now, do let me know!
Project Arkavite is a H-RPG game about experiencing the adventure of a lifetime. Our tale begins in a land rich with fantasy and sprinklings of dungeon-punk. This is a world of magical guns, swords and sorcery -- sporting lecherous lewds and magnificent mysteries!
Broadly speaking, I’m designing an open world in which you can go around adventuring, surviving and exploring endlessly. Something with many JRPG fantasy traits, but doesn’t strictly lock you down the path of a linear story. While the game will have a core narrative, there will be plenty of other aspects focusing on exploration, combat, survival, romance, "romance~", and customization.
◉ Customization - The player character is provided with numerous slots for apparel, but customization doesn't end there! Magical potions, curses, and esoterically induced transformations will present an added layer of customization, allowing you to alter your body in lewd and perverse ways.
◉ Romance - In Arkavite you will find traditional romancing akin to what you'd see in otome gamu, and that other kind of "romancing~" you may find in eroge. Let your mind run wild! We have a main cast in mind. Pretty bois and some lovely ladies. Capture targets are key!
◉ Survival - Food, drink and rest will be present in this game. When the going gets tough and supplies start dwindling, you may find yourself forced to dine on things you probably shouldn't be eating. Crafting, and construction are also a given. In later stages of development we will tackle weather systems and environmental hazards, both standard and magical.
◉ Exploration - We’re aiming for an open and somewhat organic world. From cities and villages to castles and ruins, a large portion of the world will be hand-crafted. To make the world feel truly larger than life, portions of the world will be procedurally generated. Devious dungeons and wilderness that'd swallow you whole. Our goal is to create an unpredictable, yet enjoyable experience in this endless world of Arkavite.
Why Support Arkavite? Developing games and experiences is my passion. If you've arrived at this page, genuinely like what I do, and want to see it go further, your support would mean the world to me, and go a great way in helping secure the future of this project! I’d like to offer more if possible, so if there’s anything you want to be seeing from me on top of what I do now, do let me know!
A new public release is here for you all to enjoy. If you haven't already, and want to catch up on what's going on, be sure to check out the latest devlogs.
If you happened to check out the updates early, this build does include several more fixes and cleanups (see below). I am aiming to have a new backer build out sometime over the weekend so stay tuned for that~
Changelog [0.12.3-A]
Added: Translation support added to the Settings > Controls page
Added: Localization controls under Settings > Controls > Localization
Change: Updated credits - Nameless Hero and above tier subscribers who I've reached out to but never received a name or response from will now be credited under the moniker "Anonymous"
Change: Fixed text casing on the Settings > Controls page
Change: "Now Playing: [NO TRACK]" will now appear when no track is playing
Change: Updated credits
Fix: Small typos in Character Creator
Fix: Character Creator > Faith dialog issue where "\n" was appearing instead of newlines
Fix: Character Creator - Issue where newlines in translated text would result in visible color tags
Fix: Fixed issue where "Now Playing" text would not appear for English language
Fix: Issue where cycling through languages would result in duplicate sub choices
Added: 2 new slime types. A hardy pink slime, and a splitter slime.
Added: 3 new randomized weapon racks to the dungeon which can spawn at set locations.
Added: Korean language support to the game. TLoH should now be able to support KR projects.
Change: Weapons will now equip directly to the hand on pickup if no other weapon is currently equipped to the weapons given slot.
Change: Converted settings data and save/load backend to C++. Note old settings data will be reset.
Change: Character creator environment buttons now highlight on hover
Change: Weapon equip anchoring. Weapons should now sit in the player hands better.
Fix: Issue where returning to main menu after death and then going straight back to the sandbox from the main menu would result in a softlock. Issue caused by player HP not being reset on sandbox startup via main menu.
Fix: Mislabelled header on Settings>Controls page. Section was labelled "Combat" when it should have been "Dialog".
Fix: Issue where settings dropdown menus were not highlighting on select
Fix: Issue where the transition triangles would rarely get stuck if the game window was not focused. I've added a fallback check so it should complete the transition even when the window is not focused.
Fix: Issue where odyssey audio tracks were named incorrectly in the Audio compendium
Fix: Issue where equipping an item will unequip the current equip but won't actually equip your selected item until the item currently slotted is unequipped, forcing you to have to click on the item you want to equip twice.
Fix: Issue where the lock on marker was not appearing when hovering over enemies.
Fix: Issue where TLoH projects would not load.
Translation Support
This build introduces language translation support. This means that the game can begin translation to other languages. Translation support doesn’t cover all of the text in the game yet, but it already covers the overwhelming majority of it.
This feature was going to be developed post-combat update(s), however it has been pushed back so many times, I felt it wise to slide in ahead of schedule. It has waited long enough.
If you know a second language or are interested in translating the game to your mother tongue, let me know over on the discord. We have a little channel where translators are hanging out, and we’d love to have you!
Combat News
Also in the news, I’ve added a couple of new slimes. Nothing major. Just a new splitting type, and a simple little tough type. These are very rough test enemies I cobbled together and will certainly require further tuning and some unique design touches if they are to become serious monsters.
I am now working towards the long awaited golem enemy. I’m not sure whether it will be quite as cute as the slimes but I’ll try my best~ After I’ve made this little golem, I would like to make a couple more, at differing tiers of difficulty (i.e. a mid tier golem and a mid-high tier golem). Honestly, I think tuning combat on the player side should be priority before adding more mobs, as the current combat system doesn’t feel as great as I’d like it to, and clunky player vs inherently clunky enemy probably won’t make for good gameplay.
Finally for new additions I’ve made what I hope will be considered a quality of life improvement to weapon equipping. Now, weapons will equip directly on pickup if no other weapon is currently equipped to the weapons given slot. This means that if you drop your weapon, you can pick it up and get back into the fight immediately without having to fiddle around with items in your inventory.
Upcoming Changes
Aside from new MOBs, there are a few combat adjacent objectives I want to check off in the coming weeks.
Firstly, picking up loot and other drops right now feels a little weird. To resolve this, I plan on having 2 ways to pick things up. There will be precision pickup, where you hold right click to aim, and then pick up. The second is proximity pickup, where you have the option of picking up (or interacting with) the closest thing your character is facing towards. This would make picking things up far quicker than the current raycast method, and offer more accessibility to controller users (once support is added there).
Next is the issue of dropping ones weapons. I’ve set things up so you drop weapons on ragdoll. The reason this exists is so I can have enemies blast you with magic beams and throw boulders at you causing you to ragdoll and drop what you’re holding. We may not have scabbards yet, but weapons will finally be getting attached to the player back directly so they won’t fall when sheathed even if you ragdoll. This will make dropping things a lot less frequent. Once we have an enemy that can ragdoll the player, I would like to experiment with having your items drop based on player stats and strength.
While we’re on the topic of stats, weapon stats are to be added fairy soon, and will make the different grades of weapon a lot more impactful.
Last but definitely not least, the final major priority for combat (for now) is the overhaul to combat animations and move sets. I want to completely round out melee sword play and may also touch on gun aiming. As mentioned in previous updates, a point of focus will also be improvements to torch held animations.
And So It Continues
These are just the major priorities. I’ll be checking off other objectives in the background in as we move forward, (such as save slots, enemy drops, enemy spawns in dungeons, trait development, crafting system prep, e.t.c). Projecting a little father, after I’ve improved sword play, we will be getting some spells.
That’s all from me for now. I hope to be back here soon. Thank you all for following along. Please be sure to let me know your thoughts, or if you have any comments and questions.
The dungeon cleanup/unification phase is mostly complete. As for a general overview of what is in this update, we have;
New weapons (axes, staff, spear, swords, sledgehammer, daggers -- placeholder descriptions and stats for the time being)
New materials (gold, arka crystals)
New and reworked dungeon rooms
A dungeon “Goal” room which will teleport you to the start of a new dungeon
Unified and cleaned up dungeon aesthetic
Controls page (note, rebinding will be saved for later)
Item framework rewrite (note, hot swapping items is a little weird right now. I will be correcting this in the next patch)
Lootable gold and coin piles
General dungeon optimisations
We stand on really solid ground, ready to begin introducing puzzles, mobs and more gameplay focused content.
It’s The Little Things – Areas To Improve
After play testing the dungeon myself post clean-up, I’ve noted a few minor additions/alterations I’ll need to make on the side. I haven’t produced nearly as many shelf variants as I would like, and there really should be more loot/clutter spawners scattered throughout the map. Some shelf loot will remain unintractable until I add more. There are also some minor design issues here and there which need to be fixed (mostly to do with skirting around door link points). I also skipped updating the pink fluid rooms as I felt they were in a good enough state, but some minor detailing and a lighting rework would go a long way.
I’ll see what can be done over the weekend, and may issue a little patch at the start of the new week.
Onwards & Upwards
I wasn’t able to completely resolve the engine issues of last week, however, I have gotten better at working around them. At this point I’m holding out for the next engine update to see if that fixes things, and if not a new PC. While disruptive, thankfully, these crash issues don’t bleed over to builds themselves.
Next on the agenda is combat! I will return with more on that soon. For now, I hope you enjoy taking in the new sights.
Be sure to let me know what you think! I’ll see you soon…
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