Avolition is a 3D, arcade style, H&S, dungeon-crawling game for Windows, Linux and Mac. It's designed to run not only on modern, high-end hardware, but also (or even mainly) on computers that are a few years old. It uses only the most important, basic techniques to render visually pleasing scenes without overstraining the hardware. These include: Dynamic, per-pixel lighting Gloss, glow and normal mapping Dynamic soft shadows Fullscreen bloom/glow filter Antialiasing (multisample) The player can select a character class and customize it using just 3 sliders. For example when selecting a spell-caster class, the player can balance between dealing high damage to a single target or lower damage but to multiple enemies at once. Each class has only 2 active skills, but each skill is unique - this is not just a mix of ranged and melee attacks with different visual effects that one might see in other games.

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The final line of code written, the last character rigged, the last texture rendered. This game is done! A new (and final) demo is available for download if things go well the game should be in the shops soon.

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First of all I'd like to apologize for not posting any updates lately, not all things went as planed, but all is well and the game is now finished. Go on, go to the downloads and grab yourself a demo. Windows, Linux, or OsX, we got them all.

Select Character

Camp

If you read the article about the skills you know that there are 4 characters available, now you can test them all, because the demo has them all. There's more then just new classes, new music tracks, better light and bloom, automatic camera just to name a few, and of course new levels.

Levels

The demo also has 2 brand new levels, the first one shares the style of what has been seen before but the other one is set in a cave/mine setting. There is a third environment (the ruins) but it's not available in the demo. To advance from one level to another you need to find a key - sounds easy, but there's a catch. The key drops from a defeated monster, but only after you defeated a certain number of enemies. And even if you have a key, you still need to find a door (marked with a lock icon). Once a level has been unlocked it stays unlocked and any character can start from that level (so you don't need to start from level 1 every time). There are only two levels in the demo, so that's not a problem, but there are 14 levels in the full version.

Cave:
Cave

Crypt:
Crypt

Ruins (not in the demo):
Ruins

Full version?

When will be the full version out? I really can't say. Just a few minutes ago I submitted the project for evaluation on Desura, since this is my first time, I really don't know how long these things take. A day? A week? A month? Cross your fingers and hope for the best. As far as pricing goes - it shouldn't cost much more then a cup of coffee (maybe a cup of good coffee).

I'm off to write the long-due article on character skills and maybe record a new video. Unfortunately I'm really bad at both writing articles and making videos, but somebody has to do it.

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supragamer
supragamer - - 68 comments

-Ennemies seems to spawn a lot sometimes from anywhere, perhaps better in level design than having them coming from same position each time ?

-Archer plays great, would hope more power damage when fully charging bar system.

-Warrior is hard to use : parry system is good, but attack after block should be direct or lot more fast like some counter. Caus charging shield bar than having to charge weapon bar just breaks gameplay compared to archer for example.

-Grey magician and teleport can be confusing or disturbing at use or perhaps i don't have played it enough, and it's fire system is hard to use or to target ennemies, seems also more like a trap.

It's a beginning alpha of game, but i would expect levels more longer, and with some traps like spikes or damagin areas like lava, acid.
And some more decoration assets on corridors.

Keep the good work, the game is doing well.

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