Project Arkavite [0.9.0-A] - Explorables


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Hi everyone. It’s time for another update!

Following on from my last report, the dungeon generator is now in the alpha build. For the time being, you can access the dungeon test map via a new teleporter in the warp room. 


Arkavite - Sanbox Warp Room

Generation Upgrades


I've improved the overall dungeon structure and given our room configurations some more variety. You may notice that I’ve shelved the giant shafts in favour of spiral and regular staircases. These allow for some light verticality. I may bring back the shafts at a later point for puzzle sections, but for now, they’re a little too extreme of a feature and there’s no simple way to go up and down them.

The next step I’m working towards is blocking out the internals and adding a splash of aesthetic so the rooms can get a general sense of identity / function.

Scale

When I share these images, it’s a little difficult to convey a true sense of scale. These dungeons I’ve been generating are in fact, very, very big. They are most certainly not of the beginner tier.


For reference, this is what it looks like to stand inside one of those intersection hallways. On the right, I’ve marked the corresponding map tile with a red square. At this distance, the player is a barely visible speck.

The reason why I’ve gone so large with some of these tiles is not only to make the map feel grandiose, but to ensure we have ample room for maneuvering during combat. I will in all likelihood work in some small sections which are cramped as well. That could introduce some added challenge for the player. I don’t intend to turn this into a horror game, but claustrophobic sections do play well into spookier set designs as well. It’s a dungeon, so I’m obliged to at least get a little spooky~

Once again I am reminded I should consider a map or environmental marking system at a later point, to help players with navigation. I also wouldn’t mind adding a magical item which points players towards the exit, or magical items which return you to the exit. Both would make for a nice rare find or shop pick. 

Observation

While we may not have a map just yet, while I’m still testing, I’ve added an observation platform to the dungeon. From here, you can regenerate the dungeon at different sizes, and see what it looks like from above.


Note: A warp to the observation platform is located in the dungeon starting room.

Other Goings On

In other news, the CYOA system (now known as TLoH), has been getting some love. In case you’ve missed it, I’ve added auto-save and backup, more stylization settings, versioning, and various QoL tweaks here and there. There is also a new TLoH guide up on the Arkavite site. For a more detailed look at what’s been going on there, I would recommend checking out this itch post, or arkavite.com.

Additional Changes

Some additional changes were introduced between 0.9.0-A and 0.9.1-A:
• Dungeon generation has been updated to wall off unused paths. No longer will you need to worry about falling into the void after taking a wrong turn.
• Dungeon rooms will now be seamlessly connected by door frames. The doors themselves will be fitted later.
• Updated lighting and minor changes to room design throughout.


Upcoming

For the next update, I’m blocking out the various rooms, and doing some aesthetic test work. I’ll also be tackling loot chests, more outstanding trait functionality, and we may see the beginnings of dungeon traps.

Be sure to give the latest build a go, and let me know what you think down below! There’s plenty to do, so I best be on my way. I wish you all a fantastic weekend. Till next time~ 

Files

Arkavite 0.9.1-A (WIN) 1.4 GB
Version 2 10 hours ago
Arkavite 0.9.1-A (LINUX) 1.3 GB
Version 2 10 hours ago

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