Demo is live Today the demo for Prophecy Island has gone live! This demo includes 4 of the 7 playable factions (2 unlocked from the start) and with it 4 of the 7 biomes. The demo should give a good feel of what the game has in store, but keep in mind the vast majority of the cont
Demo is live
Today the demo for Prophecy Island has gone live! This demo includes 4 of the 7 playable factions (2 unlocked from the start) and with it 4 of the 7 biomes. The demo should give a good feel of what the game has in store, but keep in mind the vast majority of the content is not included, and there will be some bugs and missing assets still.
Having said all that, I hope you all have fun playing!
Intro The last 2 months have been centered around getting the game ready for its first demo. A lot of major updates, improvements and adjustments have been added to the game in the time-span. This will be the last devlog before the demo come's out, and I have a lot to share. Vide
Intro The last 2 months have been centered around getting the game ready for its first demo. A lot of major updates, improvements and adjustments have been added to the game in the time-span. This will be the last devlog before the demo come's out, and I have a lot to share.
Intro More and more features are being added in preperation to the first demo. This time we're looking at the new companion system, a new faction-war event, a new character creation sequence, issues I've been having with the nav-mesh system, and much more. Video
Intro More and more features are being added in preperation to the first demo. This time we're looking at the new companion system, a new faction-war event, a new character creation sequence, issues I've been having with the nav-mesh system, and much more.
Intro The last 2 months have been spend on adding variety and QOL improvements to the game. Variety through the implementation of a bunch of new enemies, the introduction of the new biome system and allowing quests to use the dungeons assigned to POI's. I've also spend time impro
Intro The last 2 months have been spend on adding variety and QOL improvements to the game. Variety through the implementation of a bunch of new enemies, the introduction of the new biome system and allowing quests to use the dungeons assigned to POI's. I've also spend time improving the UI and experimenting with post processing effects. Please have a look at all the new improvements by watching the video below.
Intro A lot of my time has gone into making sure the game can be saved and loaded in its entirety. Other then that I've setup a random event manager and a new quest-generation event to be added to that. I've also been able to spend time on upgrades for both combat and quest relat
Intro A lot of my time has gone into making sure the game can be saved and loaded in its entirety. Other then that I've setup a random event manager and a new quest-generation event to be added to that. I've also been able to spend time on upgrades for both combat and quest related system. Go check out the video to get up to speed!
Intro I've been spending some time on the implementation of the main questline. Along the way I've picked up a few systems I should have implemented a while ago, sound fx and unique characters. I've also introduced motions for the npc's to use to express themselves. If there are
Intro I've been spending some time on the implementation of the main questline. Along the way I've picked up a few systems I should have implemented a while ago, sound fx and unique characters. I've also introduced motions for the npc's to use to express themselves. If there are any questions feel free to leave a comment here or on the video over on Youtube.
Intro It's been a while since the last full devlog. In that time I've been working hard on a core game mechanic for the game called variants. In the video I dive deeper into how variants help with keeping the game feel new and exciting each playthrough. I'm also giving a glimpse
Intro It's been a while since the last full devlog. In that time I've been working hard on a core game mechanic for the game called variants. In the video I dive deeper into how variants help with keeping the game feel new and exciting each playthrough. I'm also giving a glimpse into how your actions will help shape the next iteration of the island in ng+. I hope you like what you see!
I've been working hard on a lot of exciting upgrades for Prophecy Island. I'm currently working on new boss fights for the dungeons, so I wanted to take some time and share that progress with you.
I've been working hard on a lot of exciting upgrades for Prophecy Island. I'm currently working on new boss fights for the dungeons, so I wanted to take some time and share that progress with you.
Introduction Hi there, My name is Timo Boom, and I've been working on Prophecy Island in my spare time for the last few years. The project has reached a stage in which I want to share info and idea's with you, hence the steam page and devlogs. Project intro To get a better idea o
Introduction
Hi there,
My name is Timo Boom, and I've been working on Prophecy Island in my spare time for the last few years. The project has reached a stage in which I want to share info and idea's with you, hence the steam page and devlogs.
Project intro
To get a better idea of what inspired me to make this game, and to just get a more overall introduction to the project I advise you to watch my first devlog episode over on youtube.
In order to keep up to date with the project you don't have to move anywhere. I'm intending to post a devlog here in sync with future devlogs on youtube from now on. If however you want to have more frequent updates then I advise you to follow my personal account over on X/Twitter: https://twitter.com/TheDutchTree
Latest news
Devlog 6 - Combat upgrades, Character creation, and much more
The last few months have been spend on expanding the combat system primarily. The game now supports melee, ranged and magic combat. In the newest devlog video I go into more detail on how I want to make sure that important loot is useable by all classes, and how I found a solution in combat effects that work on all weapon types.
Character Creation
Another new feature is character creation. The player is now able to select a starting class/area during the world generation. Depending on their choice they start in different locations, with different loot, and a unique variation on the main quest.
More Improvements
But that's not all, there are also upgrades for dungeons, the UX, terrain generation, etc.
The next few months will be focussed on getting that internal demo ready. Expect a next devlog somewhere in 2 months from now, probably focussed on implementing more main quest line related content, but also POI-variations (different versions of POI's depending on your world-state). See you then!