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Arcane Revolt Devlog #2

[h3]Hello rebels![/h3]

Our second devlog video is live on Youtube. We talked about Arcane Revolt's inventory system, new enemy types and new skills.

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[h3]Items and Inventory[/h3]
In Arcane Revolt, we do not plan to offer a system in which we can change our clothes or armor. We know very well that it is very satisfying in terms of the feeling of character development to see your character wearing clothes and weapons that look more visually impressive as you progress through the game. However, we want to show that our character has developed, especially with his progress in magic power. Most likely, the main items that will take up space in our inventory during the game will be consumables, such as potions and scrolls, that will add different bonuses to our character or improve him in a certain field. We are planning to add many different types of potions, from the simplest health potion to the speed potion that speeds up our character for a certain period of time. In addition, since we know that our game cannot offer a cinematic storytelling, we will ensure that our character gets information about the universe and events he is in, with different readable items he finds from the environment. This means that it is very likely that in your bag there is a letter from an enemy or villager containing personal information about his life, or a bounty poster on your behalf by your enemies from the board in the village square.



Our inventory has a very simple control scheme and a very basic design. We can switch between the items in our bag with the arrow keys, use the item with a key, and throw it out of our bag with another one if we want. While certain items can stack on top of each other, others take up separate spaces in our bag. After collecting and stacking the items one by one from the ground, we can throw them together.

[h3]New Enemies[/h3]
Two more different enemy types have been added next to the slimes that do damage on contact and simple melee enemies. Our first new enemy shoots fireballs right at us and constantly moves in different random directions. Especially when you find yourself in a room with a few of them, things get really difficult. It is quite challenging to try to hit the moving targets while trying to avoid the fireballs that are constantly coming to you.



Our next enemy type also throws fireballs, but it does so in a slightly more messy and random fashion. It spawns randomly at a certain number of points that we have determined on the map and moves to another one randomly. After shooting for a certain period of time, it disappears for a short time. It also gets angrier and stronger as he takes damage. In his second level, he shoots in 8 directions, not 4 directions. In the 3rd, the balls rotates and cover a larger area. We want to use this as a boss in our game.



[h3]New Skills[/h3]
As we diversified the enemy types, we also diversified the abilities of our character. As we mentioned in the previous devlog, our mage will have 4 main skills, and by developing these abilities through a skill tree, he will gain different uses. Our first and most important damage ability was the fireball. We've also added a stun skill next to the fireball. This is used in the same way as the fireball, but it prevents the enemy from moving and attacking for a certain period of time. Our third skill is simply a shield. We create a circular magic shield that surrounds us and we become invulnerable for a certain period of time. Among the upgrades of this skill, features such as the shield reflecting back the shots or the shield exploding at the end of its duration, damaging those around it can be added. Our last skill is a dash. It will be very useful in terms of finding a better position for a short time among the enemies that come upon us in large numbers. We can add upgrades to this ability as well, allowing it to deal damage on its path or simply dash further.



[h3]Demo and Game Expo[/h3]
Once we are sure that all the new features we've covered in this video are working smoothly, we'll be ready to work on the first demo of our game. We want to prepare a basic level demo of the first of the 5 main parts that we plan to take part in the game. It will be a pretty good way for us to test how the main features we will use in this game are combined and how the game will feel in general, and to better explain the project we have in mind to the players. Thus, we can get feedback much more easily and check whether the features we have added work as we want.

Another important reason why we want to prepare a demo is that we want to bring our game to the players for the first time at a indie developer booth at a game expo that will be held in Istanbul in June. Within the scope of Gaming Istanbul expo, we can show our project to a large number of people, get feedback and meet new peeople with similar interests. This will also allow us to become known to a certain extent in the local community. We are already very excited about this experience and very curious about what will happen, but for now, our only goal should be to prepare a pretty good demo.

[h3]Don't forget to wishlist Arcane Revolt[/h3]

Please consider wishlisting Arcane Revolt if you are interested in what you see and want to help passionate students in their indie game dev journey.