Archasis II is a moderately-paced first/third person shooter total conversion for UT3 set in a fantasy world of swords and magic. It features RPG-like player progression, cooperative objective-oriented gameplay, a variety of character classes, multi-path skill trees, and a hybrid of 3rd-person melee and 1st-person ranged combat.
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