Every summer, gamers go through a debilitating drought. The well of releases worth playing slows to a trickle and many are left to do nothing more than drool over the titles planned for release next holiday season. It's during this time that many gamers come to ModDB to satiate their gaming appetites. They search high and low for something that will pique their interest.
While the MOTY Awards provide a wealth of choices among mods and indie games, they usually overlook gaming gems within our community released in the first half of the year. To combat this oversight, ModDB has launched the Summer of Mods & Indies event! Featuring exclusive content from all the major releases of the last 6 months, gamers are bound to find something to quench their thirst.
Learn all about Archasis II's shift to a single player/cooperative experience.
Posted by stenchy on Jul 20th, 2009
With the Phase 3 deadline of the Make Something Unreal Contest passed, the Archasis II development team eagerly set aside production and picked up thinking caps instead. New design ideas had been tugging at our brains well before the deadline, but the likelihood of implementing them before the end of Phase 3 was unrealistic and improbable. Now that the first public release has been completed, the mod has turned towards a new direction we hope will be more enjoyable for all!
The most substantial of these new ideas is an entire gameplay shift from Multiplayer-driven human vs. human combat to a single player/cooperative campaign against AI. This is a big step, but the benefits have outweighed the amount of work going into making the shift happen. As a team, these are our reasons for the change:
This new campaign has opened the floodgates for other ideas, many of which have already been implemented to date and we can proudly share them with the community. To assist in story-telling, the “objective menu” has been turned into a journal that gradually fills in as objectives are completed. Also, the skill tree menu has been expanded, and a restructuring of the skill system now allows for limitless possibilities and quantities. The active skill bar has been expanded from two to three, and new inventory pickups have been added such as stamina & health potions as well as ammunition barrels for replenishing supplies throughout missions.
Spell casting is now possible, which will be utilized by the Wizard class. Spells are handled as a single “weapon,” but that weapon is customizable via skills. The Wizard spell casting weapon starts with a primary and secondary fire, and any learned spell adds to its functionality through the active skill bar. The end result is a weapon that has five different attacks, three of which are customizable and can swap in and out any combination of spells.
Mission-wise, we are expanding upon the missions that already exist rather than tackling new ones at the moment. However, there are some ideas on the table for new missions that we will address in the near future. One such mission is the Tower of Marius, a sky-scraping structure of arcane power that houses countless floors of intense action. The player will work their way from the top of the tower to its base, experiencing an array of scripted events, boss fights, and a barrage of enemies.
Although our focus has primarily been on gameplay-related aspects, progress continues on the artistic front. A new Knight model is in the works, and concepts for the Hunter and Wizard are coming along.
Written by Jamie Galimberti
Edited by Ryan Anderson