Sunday - November 17, 2019
Isles of Adalar - On IndieGoGo
The developers of Isles of Adalar, Peakway Software, have started a crowdfunding campaign on IndieGoGo.
Peakway Software LLC is a small independent game studio located in North Carolina. We love computer role playing games and playing with friends so we wanted to make a game that combined both of those. We also love games with modding support so we wanted to make games that are as easy as possible to mod. The studio is run by Kevin Nelson, an industry veteran with credits on games such as Fallen Earth, Savage Skies, and Dinotopia.
We've decided pursue crowdfunding via Indiegogo in order to expand the team and give us more time to polish Isles of Adalar for an early access release in Summer 2020. Feel free to try our STEAM DEMO to see our work for yourself.
Monday - November 11, 2019
Isles of Adalar - Demo Preview
Secret Code checked out an early demo of the open world RPG Isles of Adalar:
Isles of Adalar DEMO - Elder scrolls inspired RPGloading...
Isles of Adalar is an open world single player/co-op fantasy RPG that can be played in first or third person. The game is one part RPG one part RPG maker as it ships with an integrated level editor and Steam Workshop support. Users can mod the existing content or create their own.
Monday - October 07, 2019
Isles of Adalar - Gameplay Trailer
A gameplay trailer for open world action RPG Isles of Adalar. The game is expected July 2020.
About This Game
We've always wanted to experience this style of RPG with a few friends. With that in mind, Isles of Adalar will support up to four player co-op on release. However, we know multiplayer isn't for everyone so we will manually scale the difficulty of every encounter to keep the integrity of the single player game design.
Our vision is for Isles of Adalar to become known over time as a nearly endless RPG experience rich with narrative driven content. With this in mind we've designed our game to support mods and user generated content from the very beginning. Everything that exists in game is created using the same level editor that ships inside the game, so the modders have access to all the tools we use ourselves to create campaigns.
Just shipping tools for modding is not enough to realize our vision. We are going to be actively working to build up a creative community around our game. This starts with making tools as user friendly and efficient to use as possible so that small teams of only a handful of people can make large scale campaigns. But in addition to the tools we will also be giving players extra content that is not used in the base game so that their campaigns can feel unique. This will range from environmental biomes, to different styles of architecture and even new enemies.
ROLE PLAYING AND REPLAYABILITY
Choice and consequence is at the core of our dialogue system. We use a hybrid (mostly) text based system that features non specific voice lines for NPCs. This allows us to have in depth dialogue with the characters in the world but also gives the player necessary feedback to reflect the NPC's general attitude and response to the player. For example, you may try to intimidate a bandit and if you fail the speech check you may get a voiced response saying something like "I won't stand for this!" but the text can be more in depth and context specific.
Instead of using a speech skill to determine dialogue choices and persuasion success, the player can assign multiple personality traits to their character and these traits will give unique responses. The success or failure of a persuasion attempt is determined by both the player character's level and if a specific type of persuasion logically makes sense in the context of the situation.
Information aboutIsles of Adalar
SP/MP: Single + MP
Play-time: 20-40 hours
Regions & platforms
· Platform: PC
· Expected at 2020-08-07
· Publisher: Unknown