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Default Dungeons of Aledorn

November 1st, 2014, 22:09
Presentation of the game

Greetings to all fans of RPG games. This is the first of a series of “News” which we will be publishing at regular intervals. In this you will learn a little bit about our project Dungeons of Aledorn (DoA).

DoA is a combination of classic old-school dungeon Crawler with modern RPG elements and tactical combat. Within the DoA gameplay you can move in several major GUI options, which will put particular emphasis on the feasibility and credibility of the world of fantasy, as far as possible.



The basic GUI is as so: Exploring your location while you browse the DoA world from the first-person perspective, as it is known in the old dungeon Crawler habit. The GUI will perform many non-combative activities – exploration, opening chests, finding secret entrances, interacting with NPCs, collecting herbs, and lots more.

The second GUI you will encounter is traveling around the map. Nowadays it is widely advertised and very popular to use the “open world game”, but we decided to form locations, as is used in many of the games you will know eg. Fallout from games or Baldur’s Gate. Thus, we can free up vast resources that we can use to create better and more interesting locations. Of course, while traveling within these areas, the player may come across a plethora of random encounters that will create the necessary atmosphere.

Another interesting GUI management will be the sleep – camp. In this GUI, you can set what your entourage will be doing while resting, which is then reflected in the different characteristics of each character.

Perhaps the most important and at the same time our greatest challenge is the DoA GUI fight. This GUI will combine an ISO-metric view and perspective. Here the GUI places the highest demands on reality. We don’t want the player to get frustrated with something he wants to do in the game that it does not allow him to do. Another major attraction of our game is the battlegrounds (with few exceptions), which are not prepared in advance, but will be placed precisely where the players meet the enemy character. That whatever the player sees in the GUI explore mode will surround him in the GUI fight.



Dungeons of Aledorn will be a mix of puzzles, dialogues, tactical combat, quests, performances and, ultimately, a quality RPG system. The game is designed for hard-core gamers and gamers looking for a challenge. DoA itself was inspired by several prominent games in the genre. Namely: Betrayal at Krondor, Realms of Arcania: Shadows over Riva, Might & Magic, Kings Bounty and Fallout.

The next news 4.11.14

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Last edited by Dungeons Of Aledorn; November 4th, 2014 at 18:16.
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Default Sample graphics of the game Ė below deck

November 4th, 2014, 22:13
Greetings to all fans of RPG games and DoA. Three days have already passed since the last presentation of the project, so we’re here today with something new to share, showing a little of our game graphics. These are some screenshots from one of the first locations that the player sees. It’s a boat deck. I hope you enjoy it as much as we do….


http://www.aledorn.com/wp-content/up…ow_deck_01.jpg
Picture 1 – Below deck 01


http://www.aledorn.com/wp-content/up…ow_deck_02.jpg
Picture 2 – Below deck 02


http://www.aledorn.com/wp-content/up…ow_deck_03.jpg
Picture 3 – Below deck 03


http://www.aledorn.com/wp-content/up…ow_deck_04.jpg
Picture 4 – Below deck 04


http://www.aledorn.com/wp-content/up…ckstarter1.jpg
Picture 5 – DoA Logo with Kickstarter info 02

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Last edited by Dungeons Of Aledorn; November 5th, 2014 at 17:21.
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November 4th, 2014, 22:45
Pictures 1-4 aren't showing up for me. Checked them out on the web site. Looks really good. I like the art style. A bit more color here and there would be good though.
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November 5th, 2014, 02:58
Originally Posted by Dean View Post
Pictures 1-4 aren't showing up for me. Checked them out on the web site. Looks really good. I like the art style. A bit more color here and there would be good though.
Me too. I don't know, why doesn't work.
So for this moment i use just normal link to my printscreens on DoA web.
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November 5th, 2014, 06:13
Constructive Criticism I hope:

I would strongly suggest having your updates done by someone who is a native English speaker, if possible. The artist side of things looks well in hand. I'm positive that your English is better than my Czechoslovakian though For us here at RPGWatch, your English is fine, but for a kickstarter it'll have a better chance if the writing is accurate.

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November 5th, 2014, 15:15
Originally Posted by crpgnut View Post
Constructive Criticism I hope:

I would strongly suggest having your updates done by someone who is a native English speaker, if possible. The artist side of things looks well in hand. I'm positive that your English is better than my Czechoslovakian though For us here at RPGWatch, your English is fine, but for a kickstarter it'll have a better chance if the writing is accurate.
It's a truth, I do have for translation native EN speaker.
But sometimes I must react and answer quickly.
And my English is not so good, I know about it.
So here is a question, what is a better way.
Fast answer with mistakes or answer in few days without mistakes.
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November 5th, 2014, 16:23
Fast answer definitely; at least here. On the kickstarter, make the updates with the native EN guy but feel free to answer comments yourself. At least, that is this nut's opinion. RPGWatch has tons of folks from all over the world so perfect English isn't expected. The Americans, like me, can hardly speak or type it at all

Also, the more you have to read and type English, the better you will get. There are some of our members who were pretty bad years ago, but their English skills are equal or better than mine today.

In fact, you could post a newsbit here that you are planning on using as an update for your upcoming kickstarter. Let the folks and editors here give feedback and then you'll have advance knowledge of whether you're getting your point across in the most favorable way. This is beneficial to us at the Watch, as we get a preview of the update, and hopefully to your kickstarter as a whole.

'nut
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November 6th, 2014, 01:28
I agree with the nut.

Also game looks like it could become good even though I'm usually not much of a crawler fan.
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Default Third NEWS from DoA development - Blog n.1 Ė How it all began

November 7th, 2014, 12:44
Greetings to all DoA and RPG addicts! Im sure you cant wait for another flashnews!
Today, letís dive a little into our history. In this very first edition of my developer blog Iím posting someting on the creation of the project and its background.



In the following days Iím going to update my blog with another news, mostly on the projectís history and motives concerning GDD writing. So if youíre interested in the information on how DoA was born, stay tuned here for more.

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November 10th, 2014, 15:06
We have great news for all fans of DoA. Accompanying the picture in third of the news won the contest website gamedev.net "image of the day".

Congratulations to our ART-graphic Yeve …
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Default Next NEWS from world of DoA - Sample graphics of the game - montain town Manto

November 10th, 2014, 21:38
Hello friends RPG, DoA and fantasy at all. Today I would like to introduce another location, which DoA players can visit. This is a small remote mountain village, in which, however, any time you can spend some time. Plus, assuming that you love to do side quests on the top, you can if you want to.


Picture 5 - Manto surroundings


Picture 6 - View of the Manto village square


Picture 7 - View from the square toward the river


Picture 8 - The main route to the village Manto

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Last edited by Dungeons Of Aledorn; November 10th, 2014 at 22:02.
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November 10th, 2014, 23:01
The screenshots look pretty good. Hopefully, you have video that is ready or will be ready by the kickstarter launch. There are more and more kickstarters, so yours needs to stand out in the presentations if you really want a chance at making your goal.

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November 11th, 2014, 17:05
Originally Posted by crpgnut View Post
The screenshots look pretty good. Hopefully, you have video that is ready or will be ready by the kickstarter launch. There are more and more kickstarters, so yours needs to stand out in the presentations if you really want a chance at making your goal.
So of course, we plan to video. How Trailer and gameplay as well.
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November 13th, 2014, 21:07
Greetings to all fans of the game Dungeons of Aledorn. Passed us again 3 days and thus we come to another "News". At present, we introduce a graphical representation of the GUI - explore. On the final version, of course, still works, but this is already largely functional GUI and most of its elements are active.


GUI - exploring mode - 01

We plan to GUI-adjustable. Thatís mean, the player can position individual elements varied to suit his playing style. Likewise, it will in some elements adjust their size.


GUI - exploring mode - 02

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Default Blog - n.2 Start assembling the team

November 16th, 2014, 20:47
Greetings to all fans of the game DoA. In today's "newsflash" we will introduce you to another part of the blog. This time the topic to establish the team. In the blog I discuss the difficult early days we had regarding hunting for people, and introduce some of the former members of the team.. Blog can be found here.


DoA on KS - 03

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November 19th, 2014, 12:15
Ill definitely kickstart this. Be sure to make the combat interesting, that is the bread and butter of most rpgs, if people dont like the combat generally people stop playing after a while. GOOD LUCK!
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November 19th, 2014, 19:41
Originally Posted by Damian View Post
Ill definitely kickstart this. Be sure to make the combat interesting, that is the bread and butter of most rpgs, if people dont like the combat generally people stop playing after a while. GOOD LUCK!
Thank you very much for your support. Battles should be the main module of the game. So I hope that we will catch players interest with this element.

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Default Sample turn-based battle

November 19th, 2014, 19:42
Greetings to all our supporters. This time I would like to introduce to you how a duel will look like. You will see some screenshots directly from the fight. Most animations that will be carried out by the characters in battle are created through mocap of our group. The mocap itself will be certainly mentioned in some other news. So enjoy this, and if you like our game DoA, do not worry hit the like button and share us .











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Default Introducing the interior of the pub

Yesterday, 00:22
Greetings to all fans of the game development DoA. In today news we will again show a little of the game environment and game – graphics. This is the interior of a pub from the capital Lim. The interior is filled with NPC`s generated by one yet unnamed software, including our own mocapped animations.
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