Malevolence: The Sword of Ahkranox is an indie game with the intent to recreate the amazing turn-based, first person RPGs from the golden age of PC gaming using modern game engine technology. Rich classics such as the Might & Magic series, Eye of the Beholder and the like have inspired this new title which, when finished will put its players into a literally infinite fantasy world filled with procedurally generated content. The Sword of Ahkranox isn't trying to compete with the larger, professionally developed RPG titles out there, but instead our aim is to fill a large gap that we believe has existed in game technology since the mid-nineties. It is definitely a must-have for all enthusiasts of the quintessential RPG. The game's procedural engine can generate an infinite number of weapons, items, spells, monsters, dungeons, cities, countryside and even dialogue, allowing the player to explore the game with no end and no reason to stop.

Post news Report RSS Countryside sounds good, too!

It's amazing how adding sounds to a game can make it actually look better, but it's true! We've started adding sound into the outdoors.

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It's amazing how adding sounds to a game can make it actually look better, but it's true! We've started adding sound into the outdoors.

I feel I should remind everyone that we are INSANELY lucky on this project to have as our lead Sound Engineer, the one and only Roland Shaw. Here's an amazing video showcasing his work:


So Roland has been working with us for about eight months now, and between he and Alex Norton, the Creative Director, came up with all of the sounds you heard in the dungeon segment of the game. Now, they've been hard at work on the outdoors. Combine that with the INCREDIBLE music score being hand-crafted by Nicolas Lee, and you get results that have to be seen and heard to be believed:


Underneath all of the environmental sounds plays an intelligent ambient sound system, which is not just an ambient sound loop but instead an intelligent piece of software that chooses the right ambient sounds to play at the right time. If you are hanging around in one place for too long at night, for example, you'll hear the wolves starting to come in. If you've been quiet for too long, the owls will start calling, etc. In this video, we've stripped away the environmental sounds so that you can hear the ambient sound engine at work:


Rachel has also been hard at work pumping out even MORE weapon components. This time to make us some Claymores! They're looking pretty damn tasty, too.


So that's coming along nicely, too. We're also welcoming Carrie Oglesby to the team, as you may have read in earlier posts. She's started work on some new loading screens for us, but will have more detailed work coming up:


We're very lucky to have her on board, and we'll be announcing two new artists very soon, too, if all goes well!

Anyway, back to work for us, and we'll keep you updated as more new fun stuff happens!

In the meantime, there's only one week left in our IndieGoGo campaign, so head on over if you haven't already. Just click the image below!

And check us out on all of the social networks with these links:

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Rayman51
Rayman51 - - 201 comments

appart from melee weapons, what do you have in mind for the ranged ones (which also is important) ? killing undead with bow and crossbow looks fun, but will add more.... futuristic weapons? (like a musket)

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CumQuaT Author
CumQuaT - - 776 comments

haha no, it's an entirely medieval game. Though it's VERY fun in the game lob fireballs and lightning bolts across the field to your enemy! We do actually have ranged weapons in the game though in the form of bows and crossbows (see Indiedb.com)

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Rayman51
Rayman51 - - 201 comments

well , i do hope there still will have a good difference with both of those tools of death :3 (like : crossbow got more critical, and the bow is faster ^_^)

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DoctorSpanky
DoctorSpanky - - 1,733 comments

It's starting to become something :)

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