The smaller scope of Artemis makes it more viable given our limited budget and development timeline as a pair of indie companies collaborating to make a top-quality game.Additionally, controls for a third-person perspective are not a natural fit for mobile devices. The change of perspective, while appreciated by many players, had a chance to alienate a significant proportion of the loyal Eternium fanbase. It’s a much better fit for Eternium’s existing user-base. We decided to switch the perspective to a top-view Action RPG, code-named Artemis, for two main reasons: We steered away from naming it a MMORPG, but, hey, Arcana didn’t really care about our internal naming conventions: it felt like a MMORPG and asked for features and content required from such a game. We started with an ambitious vision of a game in which players will build their own villages and strongholds in the wilderness. We have the core gameplay implemented and the production pipelines were almost ready to start to accrete content into the world. We could form parties to quest together or fight each other.An immersive world that was starting to feel like a living world (with the exception of actual players beside the developers roaming around).A large variety of equipment to choose from and customize your playstyle.Five playable hero classes: Fighter, Ranger, Healer, Assassin, Mage.A large world to explore and complete quests.In 9 months of development we reached the point where the game was very playable and enjoyable: We started development of an open-world multiplayer RPG prototype at the beginning of 2022, code-named Arcana.
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