This is a full working Open World RPG with quests, fighting and crafting.
The initial version was developed for the PAS RPG Contest, which the game won in January 2012.
Over the course of a year, additions and improvements were made.

Level Design, Graphics Design, 3D Models, Coding and Quest Design were all done by Rick Hoppmann.
The Music was composed by Corey Clarke.


Have fun playing and tell me what you think!

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Blog RSS Feed Report abuse Latest News: Development Diary #3 - New Music & Quests

1 comment by TinyWorlds on Aug 25th, 2013

Hello everyone! This time the one bringing you fresh news from the development of Kelgar is me, Miamelly, Illustrator and Concept Artist for Kelgar.

There is a lot of going on Kelgar; we have done an overhaul on the workspace, milestones have been set, meetings are now better planned, and discussion topics are arranged to avoid clutter. This means that with simple organization we are way more effective than before. These improvements will directly impact Kelgar's development and future.

So lets start talking about what is going on Kelgar, or rather, listening to this: Soundcloud.com

Music is one of the major aspects to create a correct atmosphere for a situation or environment, and I believe Corey (our music composer) is gifting Kelgar a lot with his genius. The music gives a steady and mysterious feel, as if something is about to be discovered or a truth is about to be exposed. As we listen, we create tension and a sense of curiosity to learn what lies behind this. Perhaps a dangerous unexplored forest or who knows, a secret world next to ours. Whatever there is for us, I am sure it will be exciting.

Not everything is sugar coated in Kelgar; for emerging heroes, troublesome ladies are for sure a must. Or perhaps, old ladies.

On your journeys you will probably meet a sad looking woman with her sorrowful eyes, looking as if she has lost something important to her. The old lady already met the end of her best days and is quick to ask for help: she wants help looking for a plant. A simple task given by a simple woman. A small good deed will never hurt nobody but hey, why such a pretty old lady would want so much those plants to fight with her age for it ? Its up to our heroes to discover and act in accord (or just do it, earn your rewards and go away).

The currently concept of our lady is still very vague, but we already have some nice concepts of her probably appearance.


Far from her, but perhaps not too far, another person asks for help.

A man with a peculiar appetite, tired and worn out tries to convince our hero for a little hand. The state of his body suffers from diarrhea and a lot of troubles with his stomach. Its said that eating mud should help him... however it doesn't seems he can handle the digging for himself. Its a little labor for the player, but its sure that they can learn a bit from this exercise. And before I forget to mention, yes this lovely person been there on the previous version of Kelgar and if you played I am sure you'll recognize him and all the mockery made to him (you horrible person!). We discussed a lot of ideas for this guy, as an introduction quest for the digging feature we had a lot of thoughts about the motives of this guy, and perhaps even more about his concept, ranging from an old noble man to a poor worker. its been undeniable fun working on this guy, take a look on our currently concepts:


Kelgar is growing on size and content and we would like to keep this project community friendly, behind the scenes there is some projects were you, Epic Watcher, will have the opportunity to leave your mark on the world of Kelgar. Also as been said on the previous developer diaries, we will be adding a lot of modding compatibility for a never ending fun.

Kelgar is on Twitter (@KelgarDev), which you're more than welcome to follow it and ask us anything (well, almost anything, we can't answer you the meaning of the universe of course)!

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Kelgar Alpha 1.0 - December Release

Kelgar Alpha 1.0 - December Release

Dec 2, 2012 Demo 2 comments

Arus has been mostly overhauled. No other changes are included, nevertheless we have been busy. Check the Alpha 1.0 news post for more information ...

Kelgar Alpha 0.9 - November Release

Kelgar Alpha 0.9 - November Release

Oct 31, 2012 Demo 0 comments

changelog: added procedural get-me-food quest (ask old man) added walking/running (press Q) added models added textures & blend brushes changed sounds...

Kelgar Alpha 0.8 - October Release

Kelgar Alpha 0.8 - October Release

Oct 5, 2012 Demo 0 comments

partly improved interiors of Ridaz; added garden to herb store; added few ambient sounds; added working torches and lamps; added working ore trigger...

Kelgar Alpha 0.7 - September Release

Kelgar Alpha 0.7 - September Release

Sep 7, 2012 Demo 0 comments

I already posted a download link as news, because I had problems submitting it here. Luckily the filehoster I normally use works again. changelog: - added...

Kelgar Alpha 0.6 - Performance Patch

Kelgar Alpha 0.6 - Performance Patch

Aug 7, 2012 Patch 0 comments

This is a very small patch for Kelgar Alpha 0.6 which will improve performance a lot. The issue was that for some invisible triggers no model was assigned...

Kelgar Alpha 0.6 - August release

Kelgar Alpha 0.6 - August release

Aug 1, 2012 Demo 3 comments

changelog: - new User interface - new way of trading and looting - chests, barrels and crates with random loot - removed mudeater sidequest - changed...

Post comment Comments  (0 - 10 of 62)
DarkStarAngelo
DarkStarAngelo Dec 15 2013, 10:51pm says:

I know it's an early build, but the one I'm running 1.0 has a heavy amount of geometry problems which makes it nigh impossible to get to certain places in the game. I thought I would just let you know in case you were unaware of them.

+1 vote     reply to comment
Panda_of_Doom
Panda_of_Doom Jan 12 2014, 11:55am replied:

Nearly all of the geometry has been rebuilt, so these problems should be mostly fixed in a future release.

+1 vote     reply to comment
yellowgamerhat
yellowgamerhat Nov 19 2013, 4:01pm says:

i have a ? how customizable is the game i like to know a little befor i hop in also if anyone has a video of the alpha so i can get an idea of how the game is plz leave me a link

+1 vote     reply to comment
salomonaquino7
salomonaquino7 Sep 2 2013, 11:50am says:

Really awesopme game, i've been lurking around since 0.4 and my opinion on this is that the project is really taking form, and also i would like to suggest some things:
-Controls menu: a menu page just for the key bindings and mouse settings (in the future you could even add jostick support!)
-Character naming: A fundamental part of a RPG game is that you can put your own name/RPnickname or the character has already one (unless you are the fallout MC lol)
-Easter eggs: This is more for fun than a suggestion, like that SS:TFE easter egg when you find the developers (http://www.youtube.com/watch?v=zn4UACFago4)

I know that you will succeed on creating a big badass game :D

+3 votes     reply to comment
TinyWorlds Creator
TinyWorlds Sep 6 2013, 12:34pm replied:

Thank you for your feedback :) It's always motivating to read such comments.
A controls menu is already on the todo list, since there was some confuse on that in the last release.
You won't be able to name your character - we're aiming for having an avatar with personality.
Easter eggs are fun to implement :D We already had some thoughts how to get us as developers into the game.. but.. I won't tell you more.. it's a secret! :D

Again, thank you for your comment! I hope you'll keep hanging around here :)

+2 votes   reply to comment
brianmac90
brianmac90 Aug 19 2013, 8:23am says:

Hey I think your concept is great it has depth and great potential. I think that this has so much potential but I still think the art style needs some refinement I can spot that many textures on repeat. On the wall your stone blocks is a hard edged box a slight chamfer could help here. I think you guys should keep up your hard work. You communicate with the community which is great. :)

+2 votes     reply to comment
TinyWorlds Creator
TinyWorlds Aug 20 2013, 5:20am replied:

Thank you!
You mean that some textures repeat too often, don't you?
We're going to blend-paint over them the same textures at a different scale, thus they will look less repetitive and have some interesting structure instead ;-)
Note that the valley isn't fully textured (yet) ;-)

Sure our project is "hard work", but it's something we're passionate about :-)

+2 votes   reply to comment
brianmac90
brianmac90 Aug 20 2013, 6:25am replied:

Ya I do mean repeat too often sorry :P !!! I think a blend paint over is a good plan. :)

I hope this succeeds for you guys. I am trying to make a game myself and I am learning very quick how much tenacity and passion needed which hopefully I have to get a demo finished.

I am looking forward to seeing your progress over time. Good luck!!!

+2 votes     reply to comment
TinyWorlds Creator
TinyWorlds Apr 2 2013, 12:03pm says:

Even though we were quite in public recently, we made a lot of progress behind the scenes. Expect a news post soon ;)

+6 votes   reply to comment
filasisnome
filasisnome Apr 14 2013, 12:00pm replied:

XD epic fail dude... we'll have to add a breif tutorial or something.

+4 votes     reply to comment
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Kelgar Alpha
Platforms
Windows, Linux
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Kelgar Development Team
Engine
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Released Jan 31, 2012
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Role Playing
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