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Devlog - June 2024

Hey everyone!

This Devlog will be a bit different from the others. This time we'd like to explain a bit more about how the game is going to work. Let's get started with some informations:

[h3]Future Devlogs[/h3]
Originally posted by notes
To keep you updated on our progress, we've been posting monthly Devlogs and several teasers on our Discord. However, to make the Devlogs more interesting and complete, we will now post them every three months. This way, we can bring you more exciting updates and content without disrupting our development pace.

During this period, you won't be left without updates. We will continue posting teasers and content regularly on our Discord and other social media platforms, so you can stay closely updated!

[h3]Dates[/h3]
Originally posted by notes
๐Ÿ•• We know many of you are eager to know an ETA on when the game will be released. However, this is not an easy task for any game developer company (not even for AAA). We have a lot of content ready, but there is still much work to be done.

We want to release a game filled with content, especially since it's an MMORPG designed for long-term play. We don't want to launch the game as quickly as possible, we want to release it with plenty of features for the players. We are working hard and aiming for a release around mid-2025.

The featured hero this time is Liam. Since he has appeared several times before, we decided to showcase his gameplay along with a game teaser. In the video, you can catch a glimpse of a city in the open world and a mission from the Adventurers' Guild.

[previewyoutube][/previewyoutube]
๐Ÿ‘‰ Leave a comment below with your thoughts on the interfaces, gameplay, etc. Your feedback is essential for us to keep improving.

[h2]Gameplay[/h2]
We've seen many people asking whether the game is an MMORPG or a co-op ARPG. In short, yes, it's an MMORPG, but it's definitely different from the conventional ones. We didn't follow the traditional formula and created something more unique. We're trying to combine the best aspects of an open world with the best of dungeon crawlers. Below, we'll explain in more detail how this will work.

[hr][/hr][h2]Open World
[/h2]
In the game's open world, you'll be able to meet all the other players on your server, just like in any MMORPG. This part will focus more on:
  • World exploration;
  • Facing enemies;
  • Finding chests and secrets;
  • Solving puzzles;
  • Collecting resources;
  • Searching for pets;
  • Story progression;
  • Side quests;
  • And more!
Additionally, we have the classic market where you can buy and sell items to other players as well as many minigames and activities to do in the cities and areas you explore and unlock.

[h3]Beginning:[/h3]
Starting in the game, each character will have a different prologue, showcasing a bit about their story, personality and how they become involved in the main plot (villains will have a separate part, but we'll explain that at another time). This means the beginning of your journey will be unique depending on the character you choose. Eventually, players will arrive in Fairdale, the 'starting' village in the open world. We designed it this way to make it easier for friends to connect and avoid the issue of starting in different regions.


[h3]Quests:[/h3]
After playing other MMORPGs, we've concluded that we no longer like doing linear 'talk here and there' quests, often mandatory for leveling up. That's why, in Drakantos, quests will have a real purpose and the rewards will not be only gold and experience, they will include unlocking systems, shops, artifacts, exploration tools (like a climbing hook to access new locations), and so on.

We will also have many side quests and specific stories for certain characters. For example, a certain quest might require knowledge of Magic, so only mage characters will be able to complete it.

It's important to note that these quests offer horizontal progression, meaning that completing a mission with one character will count for your entire account.

[h3]Experience:[/h3]
Of course, you will also earn XP by facing enemies in the open world, but as we mentioned, this part will be much more focused on exploration and quests, rather than 'farming' or 'leveling.' For this, we will have the Adventurers' Guild.

[hr][/hr][h2]Adventurers' Guild[/h2]
We briefly mentioned the Adventurers' Guild in our last Devlog. This system will be the more 'Dungeon Crawler' part of the game that we talked about.

All the major cities and villages will have an Adventurers' Guild. In these locations, you will be able to access the game's world map, with various missions available to choose from. These missions change periodically, altering both the maps and their main objective.


Currently, we have 120 different maps, with various biomes, and they function like dungeons. All of them were handcrafted, without procedural generation, because we believe it can make maps feel generic, and we want them to have a unique touch.

The main objectives range from simple tasks like killing all the enemies in the mission, collecting specific items, finding something unique, escorting merchants, rescuing kidnapped villagers, finding a wanted boss, to defending villages from invaders or stopping conflicts between other factions. For example, you might have a mission to kill an Orc Leader in an elf map because they are in an ongoing conflict, and you end up getting involved in a battle between the two factions to find your target. This means that even if a familiar map is selected, the objective will vary a lot, making it different each time.



Sneak peek at some sub-bosses

[h3]Secondary objectives and Rare Special Events:[/h3]
In addition to the main objectives for each mission, there can also be various random secondary objectives. Some examples:
  • You are escorting a merchant at night when suddenly, you are ambushed by undead monsters.
  • You enter a cave and come across a cultist ritual.
  • You are collecting an item in the forest and find wild animals being devoured by a Griffin, which then starts to attack you.
And there can also be rare special events. Examples:
  • Nilโ€™Varix, the demonic clown, appears and proposes a challenge. Imagine you have already completed the mission, but can you finish it with a giant hand trying to crush you? Or by swapping places with other players? Or with a giant magnifying glass where you can't move while being watched.
  • A golden gnome appears, and you need to defeat it before it escapes.
  • A mercenary might offer you a proposal to attack other players during a mission, leading your group to raid other players' missions with the goal of eliminating them, and vice versa.
If you choose to complete these side missions, your reward at the end will include a bonus specific to each special or secondary event.

All these situations will make the player experience much more fun and varied, reducing the repetitiveness of grinding and making the game more dynamic.

[h3]Ranks and Difficulty[/h3]
These missions will appear based on your Rank in the Guild. This Rank is linked to your โ€œPower,โ€ which is essentially your strength with equipment (an overall โ€œitem levelโ€). As you increase your power, you can rise your Rank. Each difficulty has the power of the enemies and minimum and maximum requirements for completion.


This means you can adjust the difficulty according to your preference. If you enjoy challenges and want to test yourself, you can advance in rank with the minimum requirements and attempt more difficult missions, accelerating your growth. However, if you prefer an easier difficulty, you can remain at your current rank for longer or even do missions from lower ranks. So, you can proceed at your own pace or even help friends who are at different ranks.

The best part is that this setup facilitates the introduction of new content in the future. For example, if a rank has a limited variety of enemies or missions, we can introduce more content, and this will multiply the possibilities once integrated into the system, enriching the entire experience.

[h3]Matchmaking [/h3]
To avoid queues and long wait times in the future, when you choose a mission, it automatically starts after a few seconds. If other players are also trying to do the same mission, you will join them. Otherwise, you will go alone or with however many people were also trying.



The standard queue is for 3 players, but the mission will start regardless of whether or not other players are found. In this case, other players can join you up to a few minutes after the mission has started, joining as reinforcements (or you can join someone else's mission that has already started).

Enemy difficulty scales with the number of players to maintain consistent challenge levels. This scaling also adjusts if players quit or disconnect during the mission.

In a premade group, you can play with up to four friends. We've set the player cap at 1 to 4 because we find that this number offers the most enjoyable experience. The game's top-down 2D perspective doesn't provide the expansive view you'd get in a 3D MMORPG. Furthermore, given it is a more paced and punishing action RPG, too many players on screen can make the gameplay chaotic. However, this limitation only applies to the regular Adventurers' Guild missions, we have other content designed for larger groups, including PvP and PvE modes.

[h3]Conclusion[/h3]
In summary, the game is an MMORPG at its core, sharing the same world with thousands of players. There will be a wide variety of challenges during both the level-up phase and the endgame, offering difficulties for all tastes and allowing you to play with your friends from the beginning.

Once again, we thank you for all your support. We hope you enjoyed this Devlog! Let us know in the comments what you found most interesting! โค๏ธ

See you next time! ๐Ÿ‘‹

Devlog - May 2024

โ™ซ Greetings, adventurers, from lands near and far. I'm Thomas, the bard cat, this month's star. โ™ซ

This time, I have the honor to present the devlog, sharing some of the latests news about what the devs have been working on. But first, allow me a moment to extend an invite, not to my showโ€”though that'd delight! To Drakantos' Discord, gather around, where followers of this vibrant land abound.


[hr][/hr]
It's my pleasure to introduce myselfโ€”I'm Thomas, The Bard cat! A charming adventurer at your service, specializing in support and crowd control.

[previewyoutube][/previewyoutube]See all the other hero teasers here.
Originally posted by notes
๐Ÿง™โ€โ™‚๏ธDev Note: Playing with Thomas is like playing an instrument, you need to match the colors of the notes when using 'Resonance' to increase the effectiveness of the spell.


- The Devs revealed a short gameplay video with a first look inside the cultist tower. This grand and terrifying location might send a shiver down your spine just at the sight of its entrance. It's a place where only the bravest adventurers will dare to enter.๐Ÿ”ฅ
[previewyoutube][/previewyoutube] ๐ŸŽปI wrote a short song about this adventure: โ™ซ In the cultist tower, so tall it sways. Devoted to demons in wicked ways. The devs dared enter, bold and brave. But alas, it was their early grave! โ™ซ

Originally posted by notes
๐Ÿง™โ€โ™‚๏ธDev Note: In this gameplay teaser, you can see the appearance of a mini-boss while we were in the elevator. As we mentioned before, many different things can happen in a dungeon. For example, in the elevator, a mini-boss might appear, other enemies might show up, or nothing might happen at all. We want to include many special events and twists to add variety so that the experience will be diverse and fresh each time. -- It would be great to hear what you think about the gameplay in the comments. We appreciate your feedback! โค๏ธ

- Ophis boss was completed, and the crafters of our world, the developers, have now set their sights on a creature of legendsโ€”a GIANT Hydra! Below is a glimpse of the progress made on the arena for the boss battle against the Hydra. This grand stage is being sculpted with care, preparing to bear witness to a battle of mythical proportions.



- The Devs are working to add different types of quests in the Adventurers Guild. This time, they have added missions that involve escorting NPCs to perform specific tasks, all while enduring survival waves. Tons of NPCs and varied tasks have been created for this mode. Now, they will work on another mode: Elite Hunt! In this new mode, you are entrusted with the task of locating and hunting elite enemies. ๐Ÿ—ก๏ธ

Originally posted by Story
๐Ÿ“–Story: For those who might not know, the Adventurers Guild was founded many years ago by a group of adventurers who recognized the need for a reliable organization to handle the various challenges faced by the people of the Empire. The Guild provides services to various lands and villages of Derid. They are known for their skilled fighters, heroes, and mercenaries, who are hired to handle problems that the local authorities may not be able to solve on their own.

- It's always good to see new companions, this month some charming new pets, including cats and dogs, have been completed.

Even though I am a cat, I must admit, these dogs are quite adorable.

- Some special mobs that can rarely appear, were also finished and added to the world.

Mimic: Picture yourself strolling along, joy in your heart at the sight of a chest ahead. But then, BOOMโ€”a crafty mimic lies in wait instead! ๐Ÿ˜‚



Gnome: A Gold Gnome that runs around dropping gold, which you need to kill before it runs away, inspired by the Diablo gold goblin!



So, that concludes our gathering today, dear friends! If you've enjoyed our time together, please press the like button and share this with your friends!

I look forward seeing you in Derid! ๐Ÿ‘‹

Devlog - April 2024

Hi there!

Welcome to our April Devlog! Are you eager to chat with the developers and get the latest updates on the game? Join our vibrant community on Discord. We're excited to see you there!


[hr][/hr]
This month, meet Reya, the Lightning Queen! This battlemage is the fastest hero in the game. Though she is squishy, her exceptional mobility lets skilled players dodge attacks with ease.โšก๏ธ
[previewyoutube][/previewyoutube]๐Ÿ‘‰ We also invite you to watch all the other hero teasers that we have already revealed here.

- As promissed on our last devlog we worked on Ophis boss fight. It was pretty hard because the battle has many stages, we had to create several new sprites for the boss and an entire new environment. We won't reveal the boss to keep it as a surprise (sorry, guys). But, we can show you a glimpse of the elevator inside the HUGE Demonic Cult Tower. ๐Ÿ”ฅ
Check out the full version of this teaser on our Discord.

- For the Adventurers Guild missions, we finished new variations of missions, that you need to search for specific items. Along with the revisions of the missions, we are adding a lot of variations now to keep the experience diverse and fresh each time. All of them are handcrafted, not procedurally generated (which often feels generic). The HUD for this system is almost finished, and we will probably show it to you next month!

- We started doing some items as well! We've finished the art and configurations for about 400 piece of equipment.



- The Relic system was started and finished this month. Those relics will grant powerful passives for your heroes, and some can change a lot their gameplay. Like artificats, this system will offer another kind of horizontal progression of your account, once unlocked, you can use it in any hero.



- Some other small things we did in April: we finished a Parallax system to use in high places (example in the GIF below), added a tiger as both a new enemy and mount, included some cats as pets, and created other misc decorations. We also worked on several internal aspects to improve and optimize the game. ๐Ÿ˜‰



What did you like more about this devlog? Share your toughts in the comments!

As always, thank you for all your support, it really keeps us going! Don't forget to like and share with friends, it will help us a lot. โค๏ธ

See you in the next month! ๐Ÿ‘‹

[hr][/hr]Extra: We also want to show you the 1/4 scale statue we made of Reya!

Devlog - March 2024

Hi there!

Welcome to our March Devlog with the latest news about the game's development! First off, we invite you to join our Discord! There, you can chat with the devs, interact with other fellow members, and check out exclusive teasers.


[hr][/hr]This month we want to present you: Iris, the mage illusionist. Her gameplay is very different as she is a ranged, squishy hero but acts like a tank, using her abilities to mitigate damage and trick enemies.๐Ÿ”ฎ

[previewyoutube][/previewyoutube]Let us know in the comments if you like her style of gameplay and which of the heroes presented so far was your favorite.

- The Ozul boss fight has been completed, and we're taking a break from boss battles for now. Next, we plan to work on the Ophis boss, but she requires a complex environment and cool elements for her fight, so we need to finish the sprites first.

- We've created 10 new traps to deepen the immersion: giant boulders rolling towards players like in 'Indiana Jones' movies, avalanches, bee hives falling from trees, occasional trees deciding to lie down, and more. Itโ€™s a jungle out there!๐Ÿ˜‚


- We also worked on Nil'varix, he is a demon clown that likes to see chaos. He can appear in any mission offering players a contract. If the players accept, a challenge will occur during the mission, and if they complete it, the rewards will be greatly increased in the end. We finished 15 challenges for now, but plan on doing a lot more until the next devlog.
Originally posted by notes
๐Ÿง™โ€โ™‚๏ธDev Note: These challenges are amazing because they completely change the gameplay of something you normally do. For example, if you've already faced the Ice Wyvern boss, you're familiar with its mechanics, but, imagine facing the same boss with an additional mechanic from a challenge! It will add a new layer of possibilities to the gameplay.

๐Ÿ‘‰ Feel free to suggest more cool mechanics that can randomly appear in the demon contract! Here are some examples of the challenges we created:
  • Chain the players together, requiring them to move within the chain's limited range.
  • The players swap places every X seconds.
  • Every enemy you kill drops a bomb that explodes after a while.
  • Randomize a card for each player, and some enemies will have this card displayed on their heads. The corresponding player must remove this mark. If the wrong player hits it, he will receive damage as punishment.
  • A giant hand follows your team for the entire mission, trying to smash you.

- We are now finishing the PvE main lobby HUD for regular missions, which includes difficulty settings, group finder, and other features.

- For the environment, we've completed the sprites of the Adventurer's Guild tavern (sneak peek bellow) and a lot of miscellaneous items that will be used in missions. These include herbs, supplies, NPC belongings, etc.. We are now working on Ophis boss stage like we mentioned before.



- We are constantly creating new mounts and armors. Considering the color variations, we have about 275 different combinations of saddles/mounts!



- Our level design team is still working on revisions and revamps of old maps (even the starting village was redone). They have also finished more missions for mobs that previously didn't have any, such as the Banshee and the new Dire Wolf.

Thank you for taking the time to read this. Your support is deeply appreciated. If you could leave a comment, like, or share with friends, it would truly help us. Thank you again!โค๏ธ


See you in the next devlog! ๐Ÿ‘‹

Devlog - February 2024

Hi there!

Welcome to our February Devlog! First, an invitation: If you're keen to voice your thoughts and interact directly with our development team, make sure to join us on Discord. There, you can also participate in community events, vote for the next hero teasers, and much more!



[h3]๐ŸŽฎ Development ๐ŸŽฎ[/h3]

- We asked you to choose between Urijor and Ojore. Your choice was clear, and we will be unveiling Ojore, he is a Brawler with Geomancer powers! ๐Ÿ‘Š

[previewyoutube][/previewyoutube]
- We completed the Irhaal boss battle! His fight ended up being very challenging and fun with basically only new attacks and mechanics. This brings our total to 16 endgame bosses that are 100% ready. For the next month our goal is to finish at least Ozul (img bellow) and Ophis boss battles.



- The main focus of the programming team is in optimizations so the server can handle as many players as possible, so we reworked a lot of old core systems.

- We also worked on a new preset system. This system allows you to arrange up to 4 builds of orbs and artifacts in each hero. It will be very useful, as you may want different builds for PvE, PvP, or specific maps or bosses.

- We keep working on the UI. This month we planned the PvP and PvE interfaces, and we are implementing it in the game. Moreover, due to the addition of various new systems and features, we updated old interfaces, such as the cosmetics interface that we showed in a previous devlog and now it looks like this:


- After we showed the cosmetic HUD above, many people were curious about that green platform. Those are displays that will appear in lobbies, party screens, victory screens, etc. You can unlock them in your account and equip whichever one you prefer for each hero! Some of them are bosses or mission drops and some of them are exclusives for PvP. For example you can show your PvP rank while playing regular missions, or you can show your rare drop display in a PvP match.

๐Ÿ† Here are some examples of displays that we did as rewards for the PvP ranks: Bronze, Silver, Gold, Platinum, Emerald, Diamond, Mithril, Adamantite and Ethereal (for the top X players of a specific hero), respectively. ๐Ÿ˜







- We finished all abilities, art, icons, voice, balancing, emotes, and orbs for Hero 21! Its identity remains a surprise, so leave your guesses in the comments! ๐Ÿ’ฌ

- Our collection of mounts and pets keeps growing! We added many new mounts to the roster, like Magic Drums, Donkeys, Bears, Dire Wolves, their saddles, armors and colors variations. We also worked on the sprint animation for several mounts and tested and added some monsters that can become mounts like the Yeti.



- For the environment, we focused on reworking some important places that had placeholder sprites, like the Adventurer's Guild tavern (sketch bellow). Plus, we did a lot of misc stuff as well, like the Dark Woods trees and tons of new decorations. ๐Ÿ”ฅ



- One last thing, we added 5 more active artifacts, bringing our total to 165 now! ๐Ÿ˜‰

[h3]๐ŸŽจ Concept Art Contest - Results! ๐ŸŽจ[/h3]

This month we had our first concept art contest on our discord. We had a hard time choosing pets because you guys had a lot of great ideas. Our team chose 12 pets that we liked the most and that had a positive impression on the community. Sadly, we couldn't choose some because we didn't want to deviate too much from the theme and style of the game.


Congratulations to the winners: -Rikas-, Who are you, VermilionGirl, Jonathan Oliveira, Drakanslyy AKA Fan Nยบ1, SnapeAK, Isaac em Hiato, Slow, CaroU, ลžฮ”ฮœฮ”ลฮ”ล‡ฤล˜ฮ”, Kuchi and Pimenart.

We already brought 3 of them to life in the game! ๐Ÿพ



Thank you very much for your support and attention! If you enjoyed this devlog, remember to leave your comment, like, and share it with friends, it helps us a lot! โค๏ธ

See you next! ๐Ÿ‘‹