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This Blog Has Moved To Patreon

Posted by Luke(Aurren) on August 9, 2016 at 6:55 AM Comments comments (0)

Hey, I bet you're wondering where everything is, I'm now posting a lot of the blogging to the patreon page: for all the patreons that are paying $3+ every month.

I may continue to post here if I have the need to, but for a lot of the juicy arty stuff it will be over on the patreon.


Stats + Elements

Posted by Luke(Aurren) on July 1, 2016 at 2:05 PM Comments comments (4)

How Stats and elements work in Arlanora.

A big part of any RPG is how stats work when you're in a fight. Arlanora has all the typical RPG stats including ATK, DEF, etc but also includes MDF (Magic Defence) which is a defense used to block damage from magic attacks, and CRT CTC system (Critical Damage and Critical Chance.) where CTC is a percentage chance of landing a critical hit and CRT is the damage that gets added to the base damage if you land a critical hit.

Arlanora also has elements. In Arlanora, magic is connected to elements which are called paths when applied to persons. Aurren's path is Aura while Dusk's is Fire. In a fight your affinities to these elements mean you can cause greater damage with respective elemental attacks as well as reduce respective incoming damage with affinity to that element. (Think of it as an extra DEF specific to one type of attack.) Enemies also have these elemntal stats meaning you will need to pick your elemental attacks wisely to counter the enemy's elemental statistics.

Full 4 controller support

Posted by Luke(Aurren) on June 29, 2016 at 5:15 AM Comments comments (0)

I'm back! Not that I really left, but I'm here doing this full time again!

The game now supports 4 controllers with no strange bugs (that I have found yet.) which means a total of 5 players in local co-op. I couldn't test the full 4 controllers due to only having 2 to hand, but in theory everything works.

Characters now attack using the right stick so that ranged characters have the full 360 degrees to attack with.

UI Update

Posted by Luke(Aurren) on January 24, 2016 at 11:15 AM Comments comments (3)

UI has now been updated to show portraits above party members when the camera zooms out.

A look at menus

Posted by Luke(Aurren) on January 3, 2016 at 8:25 PM Comments comments (2)

I've done a lot of menu work over the past month
I think everything looks a lot more sleek and to-the-point than before.

Big update on where we are

Posted by Luke(Aurren) on January 3, 2016 at 8:10 PM Comments comments (3)

Sorry it's been so long, I've been working real hard and you should expect a demo alpha thing out by this month or next month at the latest.

Heres some things for you all to look at, mostly concept work i've done between the last update and now.

I'd also like to announce that all of Arlanora (the region, not the game... how much i wished it was the game) is complete, environment wise.
Been working hard on eventing and dialogue over the last month and i'm glad with how quickly it's going along. It fills me with hope knowing that it wont be to much work creating the actual game as everyone will see it because I layed down some pretty sturdy ground work to create the game from.
With the Demo coming in the next month i will open the kickstarter, this will be the time when we all need to work hard to make sure the game gets known, hopefully with a playable demo we'll get a better chance than most games that fail without one.
Investors on Patreon will get to play the demo earlier so that we can gather some feedback before i open it up to the world.
If you haven't already, check out this video I put together stress testing the battle system.
Feedback is always desired!

Dialogue system upgrade

Posted by Luke(Aurren) on October 30, 2015 at 2:55 PM Comments comments (1)

Made a big change to the dialogue system that i think everyone will enjoy. Going for a much more anime RPG dialogue aesthetic, with different animated emotions for the main characters,


Posted by Luke(Aurren) on October 30, 2015 at 2:50 PM Comments comments (1)

Been working on some Arlanora (region) specific enemies. As the area is saturated in magic it only seemed fiting to make the enemies inanimate stones that had come to life.

Been testing out some new dynamic skills, like this sword toss for Aurren.

Save Files and Random Generation!

Posted by Luke(Aurren) on October 4, 2015 at 5:05 PM Comments comments (2)

Here is a little teaser of the game's cave/ dungeon system. While it's no Terraria or Minecraft, I hope that the randomness well add something to exploring caves, giving the possibility for the unexpacted. Yes those are bat enemies, they hang from the cieling because they are bats... bats do that.

I also completed a save system for the game a while back (month or so) but never showed it off. Of course you need somewhere to save all these randomly generated caves, as well as stats and progress.

The end dungeon will follow a similar pattern to the caves. (of course these caves are WIP) the dungeon will likely have 100+ randomly generated rooms with the boss at the end (not telling you who the boss is, that would ruin things.) but the dungeon will be much more square and man-made, it's a dungeon not a load of rock. I plan for the end dungeon to be different everytime you go in to attempt it, to add to the difficulty, as well as not letting you leave until you either complete it or die trying.

It's happening

Posted by Luke(Aurren) on September 15, 2015 at 9:10 AM Comments comments (4)

Just going to leave this here.