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Rumi
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Rumi
About Project Arkavite
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!

Feel free to stop by our Discord Server~
Check out the Arkavite Website for Dev Logs, the Roadmap and my other creations~

Rumi
Public post
About Project Arkavite
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!

Feel free to stop by our Discord Server~
Check out the Arkavite Website for Dev Logs, the Roadmap and my other creations~
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Rumi

Project Arkavite [0. 9. 1-A]

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Project Arkavite [0. 9. 0-A]

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Rumi

The Arkavite MiniLog - ExplorablesHi everyone. It’s time for another update! • Download [0. 9. 0-A]•

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Rumi
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The Dungeon Dev Log - Arkavite [0.8.0-A]

Download [0.8.0-A]
Full Changelog

Hello there~ Dungeon development is coming along well.

I had plans to construct a prototype dungeon by hand first, so I could get an idea of the aesthetic and have something to demo early on, but I've now decided that's not entirely necessary -- or rather, priority should be the dungeon generation itself.

I've opted to take a tile based approach to dungeon generation. You could think of each room and corridor as a tile, and the whole dungeon itself as a series of interconnected tiles. To keep generation interesting I'm not only allowing tiles to be of differing shapes and sizes, but they can branch out across multiple elevations as well. A dungeon that can sprawl in all directions may be a little intimidating to navigate, but it's certainly more interesting than a flat grid.
Arkavite - Multistory Dungeon Generation Test

The image above may look a little insane, but I can assure you it is all connected.

My aim is to give dungeons a naturalistic structure. At present, I'm doing this by defining which tiles can link to one another, and using weights to determine the probability of a given tile being selected. This process is great because it allows rooms to be grouped together in a logical way. For example, I could say that kitchens can only branch from dining halls, or that en suits and walk-in wardrobes can only generate as offshoots from bedrooms. We can avoid hypothetical absurd room layouts, (like bedrooms opening into kitchens), by defining a simple set of rules.

If we were to consider the grand structure, this weighted tile approach can also allow rooms and hallways to spawn in clusters. It’s low cost, feels organic enough, and could theoretically be done on the fly, say we wanted the dungeon to keep generating endlessly in all directions. I might have to use a bit of that when it comes to creating Dungeon City.

To improve generation further. I will probably introduce a pass which generates small corridors and hidden passages between rooms which are close together as the crow flies, but far away in terms of actual walking distance.
Let's circle back to why aesthetic is now less of a priority. I no longer see dungeons having a fixed aesthetic across the board. As you progress deeper into a dungeon, I'd like there to be different biomes you can encounter, which may not only carry some visual changes but call for tiles and challenges unique to that biome as well. My current approach to dungeon generation demands the creation of a lot of prefabricated tiles. Simple block out rooms should really be used first and foremost so I can figure out how everything should link and get a good sense of the scale/structure before dedicating time to art. In order to reduce the number of tiles we need while ensuring a good level of variety, individual tiles themselves may generate different obstacles, traps, loot, clutter, enemies, etc. each time they are placed. There will be a little bit of procedural sub-generation going on just to keep things interesting and less repetitive.


Progression

One of the later things I want to focus on is progression through the dungeon. It's all well and good to hack and slash your way through mobs while collecting loot, but we can do a little better. We can have mini bosses guard keys between levels, and puzzles which may remove obstacles or open shortcuts to deeper levels.

At the moment, tiles branch out in all directions freely from the start point. For the next iteration, I want to run a random meander following a single path for a number of tiles, before allowing the goal state to spawn. Then branch out from that initial path, to tiles which contain keys or puzzles needed to reach the end goal. I could probably zone sections off as well (i.e. add gated choke points you need to somehow get past (e.g. puzzles, keys, blast locks, magical nonsense), so the route to the main goal is made clearer and you get a better sense of progression. 

As for what this “goal” entails. Lower tier dungeons might have a simple boss at their end guarding a pile of loot, but higher tier dungeons should have multiple “levels”, the goal may be a staircase, portal or elevator which takes you deeper into the dungeon and into a whole new zone.


Ongoing...

What is going on in my world?

I am currently juggling the building of dungeon tiles alongside the dungeon generation code so it's going to take at least a few more weeks before I have something you can begin running around in.

In the meantime, we do have another update. More bugs fixed and functionality added behind a number of traits, and we have the new interaction log. The log just tells you what you've picked up and how much you've picked up. This is great for chests, shops and whatever random items NPCs will hand you.
Arkavite - Interaction Log

Would you be interested in Eggyokel receiving lewd laying scenes? Are there any features or bits of content that you’re excited / hoping to see in the not too distant future? Let me know in the comments~

More to come. Until next time!


Changes

- Added: Added interaction log for pickups
- Added: Trait functionality for [Manletus Maximus]
- Added: Trait functionality for [Washboard Whiplash]
- Added: Trait functionality for [Scrambled] - Base items. Awaiting bodily appearance changes.
- Added: Trait functionality for [Clutch] - Base items. Awaiting bodily appearance changes.
- Added: Pickup item to inventory SFX
- Added: Drop item from inventory SFX
- Added: You may now back out of menus by pressing the ESC key.
- Fix: Fixed issue where player scale was not being set in sandbox mode
- Fix: Fixed tooltip offset when hovering over items in sandbox mode.
- Fix: Issue where mashing roll + shoot results in silly movement.
- Fix: Sword attacks are no longer allowed during roll or mantling
- Fix: Issue where dequipping and equipping gun would result in the weapon being positioned on the floor beneath the player
- Fix: It is no longer possible to draw your sword while the rolling or mantling animations are playing. (Resolves potential clipping bugs)
- Fix: It is no longer possible to dash while the mantling animation is playing. (Resolves clipping bugs)
- Fix: It is no longer possible to dash or dodge while rolling (Resolves potential clipping bugs)
- Fix: Resolved issue where jump and dash were being triggered at the same time. It is no longer possible to jump while aiming. 
- Change: Updated credits 
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Rumi
Public post

Fixes Galore - Arkavite [0.7.1-A]

Hi everyone! Just a quick patch. This update aims to resolve various prominent issues found in last week's build. Thank you for all your feedback so far! More to come~
Download [0.7.1-A]
Full Changelog

Changes:
- Fixed: Issue where terrain was clipping with rocks on the far corner of the second island.
- Fixed: Issue where the player peen was not anchored to character body in sandbox mode.
- Fixed: Issue where the player stomach continued ticking after death. This would result in health regenerating after death.
- Fixed: Issue where a player who poisoned themselves to death could spam Q to drop their last hovered inventory item (i.e. poison) while dead.
- Fixed: Issue where the Ragdoll button was still active after death, which would allow the player to rise from the dead and move around.
- Fixed: Issue where the On Death screens "The End" text not displaying correctly.
- Fixed: Mantling/Climbing is now no longer allowed while dashing. This should resolve the various dash clip bugs.
- Fixed: Second island pink tree collision issues resolved. Updated to complex collision.
- Fixed: Second island cliff collision issues resolved. Updated to complex collision.
- Fixed: Character Creator issue where condition tagging was broken.
- Fixed: Character Creator typo in Kitsukana description.
- Change/Fixed: Sandbox underground staircase door direction. This door has been flipped around to stop the door from swinging towards the staircase. This should prevents mesh clipping and help avoid a rare soft lock case.
- Change/Fixed: Patched cave entrances on the side of the first island.


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Operating costs covered! I can pay to keep the lights on and not starve~
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Things are getting serious! Reaching this goal will allow me to dedicate significantly more time and resources to development. I’ll also open polls for backers, giving you the power to vote on upcoming items and features!
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The creative possibilities are endless! Reaching this goal will allow me to fully dedicate myself to producing content and developing Arkavite full-time. With your support, I can bring bigger ideas to life, deliver more consistent updates, and push Arkavite to new heights.

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