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Dungeons of Aledorn

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32 comments, last by Dungeons of Aledorn 8 years, 7 months ago

Presentation of the game

Greetings to all fans of RPG games. This is the first of a series of “Newsek” which we will be publishing at regular intervals. In this you will learn a little bit about our project Dungeons of Aledorn (DoA).
DoA is a combination of classic old-school dungeon Crowler with modern RPG elements and tactical combat. Within the DoA gameplay you can move in several major GUI options, which will put particular emphasis on the feasibility and credibility of the world of fantasy, as far as possible.
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Picture 1 – ART – mountain village Manto

The basic GUI is as so: Exploring your location while you browse the DoA world from the first-person perspective, as it is known in the old dungeon Crowler habit. The GUI will perform many non-combative activities – exploration, opening chests, finding secret entrances, interacting with NPCs, collecting herbs, and lots more.
The second GUI you will encounter is traveling around the map. Nowadays it is widely advertised and very popular to use the “open world game”, but we decided to form locations, as is used in many of the games you will know eg. Fallout from games or Baldur’s Gate. Thus, we can free up vast resources that we can use to create better and more interesting locations. Of course, while traveling within these areas, the player may come across a plethora of random encounters that will create the necessary atmosphere.
Another interesting GUI management will be the sleep – camp. In this GUI, you can set what your entourage will be doing while resting, which is then reflected in the different characteristics of each character.
Perhaps the most important and at the same time our greatest challenge is the DoA GUI fight. This GUI will combine an ISO-metric view and perspective. Here the GUI places the highest demands on reality. We don’t want the player to get frustrated with something he wants to do in the game that it does not allow him to do. Another major attraction of our game is the battlegrounds (with few exceptions), which are not prepared in advance, but will be placed precisely where the players meet the enemy character. That whatever the player sees in the GUI explore mode will surround him in the GUI fight.

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Picture 2 – Logo of DoA with info about KickStarter campaign

Dungeons of Aledorn will be a mix of puzzles, dialogues, tactical combat, quests, performances and, ultimately, a quality RPG system. The game is designed for hard-core gamers and gamers looking for a challenge. DoA itself was inspired by several prominent games in the genre. Namely: Betrayal at Krondor, Realms of Arcania: Shadows over Riva, Might & Magic, Kings Bounty and Fallout.

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Team21

www.aledorn.com

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Greetings to all fans of RPG games and DoA. Three days have already passed since the last presentation of the project, so we’re here today with something new to share, showing a little of our game graphics. These are some screenshots from one of the first locations that the player sees. It’s a boat deck. I hope you enjoy it as much as we do….
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Picture 1 – Below deck 01
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Picture 2 – Below deck 02
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Picture 3 – Below deck 03
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Picture 4 – Below deck 04
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Picture 5 – DoA Logo with Kickstarter info 02
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Greetings to all DoA and RPG addicts! Im sure you cant wait for another flashnews! Today, let’s dive a little into our history. In this very first edition of my developer blog I’m posting someting on the creation of the project and its background.
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In the following days I’m going to update my blog with another news, mostly on the project’s history and motives concerning GDD writing. So if you’re interested in the information on how DoA was born, stay tuned here for more.
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Next NEWS from world of DoA - Sample graphics of the game - montain town Manto

Hello friends RPG, DoA and fantasy at all. Today I would like to introduce another location, which DoA players can visit. This is a small remote mountain village, in which, however, any time you can spend some time. Plus, assuming that you love to do side quests on the top, you can if you want to.

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Picture 5 - Manto surroundings

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Picture 6 - View of the Manto village square

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Picture 7 - View from the square toward the river

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Picture 8 - The main route to the village Manto

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Greetings to all fans of the game Dungeons of Aledorn. Passed us again 3 days and thus we come to another "News". At present, we introduce a graphical representation of the GUI - explore. On the final version, of course, still works, but this is already largely functional GUI and most of its elements are active.

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We plan to GUI-adjustable. That’s mean, the player can position individual elements varied to suit his playing style. Likewise, it will in some elements adjust their size.

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Blog - n.2 Start assembling the team

Greetings to all fans of the game DoA. In today's "newsflash" we will introduce you to another part of the blog. This time the topic to establish the team. In the blog I discuss the difficult early days we had regarding hunting for people, and introduce some of the former members of the team.. Blog can be found here.

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Sample turn-based battle

Greetings to all our supporters. This time I would like to introduce to you how a duel will look like. You will see some screenshots directly from the fight. Most animations that will be carried out by the characters in battle are created through mocap of our group. The mocap itself will be certainly mentioned in some other news. So enjoy this, and if you like our game DoA, do not worry hit the like button and share us ;).

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Introducing the interior of the pub

Greetings to all fans of the game development DoA. In today news we will again show a little of the game environment and game - graphics. This is the interior of a pub from the capital Lim. The interior is filled with NPC`s generated by one yet unnamed software, including our own mocapped animations.

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Focused on Team21

We have been lately often asked the one same question: Who´s actually Team21?

In today's news we're going to show you.
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Photo 1- Almost entire Team21: from the left - Daniel Nezmar (Lead graphic designer), Marek Ka?aljak (Music), Zdenek Rygl (Motion capture actor), Martin "Arbiter" Mikš (Lead programer), Jaroslav "Jerry" Knotek (Programer assist), Ladislav "Nefarit" Štojdl (Game designer), Yeve Drovosseková (Graphic artist), Tomáš Studni?ka (Motion capture), Jakub Ejem (Motion capture), Jan T?íška (Project assist). And the ladies below: from the left - Martina Nováková (Marketing), Heather Crowther (En-Translation).
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Photo 2 - This is our main workplace. Here take numerous discussions, programming, modelling and overall all the important stuff place. The empty space next to "Arbiter" belongs to Dan, who´s at the moment behind the camera.
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Photo 3 - Another view at our main office. Arbiter is just working on the combat-system.
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Photo 4 - Jerry is polishing one of our mini-games.
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Photo 5 - A sneak peek into the cutting room. Dan is just discussing our music with Mark. Dan is actually team's main "all-can-do" man.
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Photo 6*-*Heather*nahrávající dialog
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Photo 7 - Yeve in hers element.
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Photo 8 - Motion capture: Our swordmaster Zdenek prepares for a mighty slash.
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Photo 9 - And at last but not least, one must never forget to have some fun.
Today you got to know our workplace and our very appearances. Be sure to check out our blog in the future for more details about each team member.

Sample Graphics – Presentation of the dungeon

Greetings to all fans of DoA and RPG games. Although in our name right says "Dungeons", we still have not shown any dungeon. Of course, in the game DoA they will be able to browse through a significant amount. So, we decided that in today's "News" we'd fix it and we'll show you some screenshots from one of the dark dungeons.
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