Monday, September 15, 2014

New Team Member: Sound & Music Guru Julian

Julian joined the Aborakon team! He'll give our RPG the much-needed extra spice of thrilling combat and atmo sound effects. On top of this Julian's digital libraries can't wait to blast their instruments for a new Aborakon soundtrack.

Check out Julian's homepage.



Monday, May 19, 2014

Looking for Unity coders

We're looking for further Unity coders to bring the turn-based combat system to life. If you're interested please check this (German) job ad:





Saturday, May 17, 2014

Artwork Exhibition @ Werk1

...featuring also Aborakon's favorite character!

Aborakon @ Games Bavaria Vernissage 2014

The Aborakon booth at the Games Bavaria Vernissage 2014 in Munich.
Visitors had the chance to play the latest prototype featuring 1vs1 hot seat turn-based combat...
... on the beach!
The guys from Fairytale Distillery showing their PvP Sandbox MMORPG Das Tal.
In the latest Aborakon build was also the new distance system included, giving the player an easier overview about the weapons and their range.
Several hundred (someone said over 500?) visitors took the chance yesterday to check out Munich's local game development scene.
Young folks brooding over big pixels and their function.
Next to the Aborakon booth: Glasses by Bit2Good, a crazy side scroller about a steampunk wheelchair with great artwork by Sarah, one of the Item Shop ladies. On the right you can see a lonely laptop running stuff about the upcoming action RPG Sacred 3.
On stage: Robin, Community Manager from Werk1, talking about importance of games. On display: Knight's armor to heavy for Scotch tape.
More visitors trying out pixel combat stuff.
Visitors exploring the flowchart plot "explaining" the rules of combat.
It was a great pleasure having so many people around playing the protoype. Lots of valuable feedback!

Wednesday, April 23, 2014

Update on Combat System

Together with our new programmer Thomas we're putting many hours in further prototyping of Aborakon's combat system. We've chosen Unity 3D as a platform which seems to be a great fit also regarding potential mobile hardware releases. 

As you can see from the screenshot below the battlefield is divided into square sectors. Each sector can hold up to four characters (2 allies and 2 enemies). Characters can only end their movement and fight inside sectors. One sector is something like a duel arena for 1vs1 or 2vs1. As soon as a fourth character enters the sector the duel splits up again into two separate 1vs1 duels in one single sector. This rule setup ensures that the different weapon ranges are still handable as all characters need to get into an ideal weapon distance for maximum effect. 

Current combat prototype in Unity 3D (or more 2D) showing a move action at the right bottom corner.

On the left side you can see a kind of initiative bar. It works actually different: As there are no action points in a traditional way in Aborakon each action "consumes" a certain amount of time points which bring the character portraits down on the bar. As time "flows up" more time points spend means that the character will get its turn again later than someone standing vertically over the portrait. An example: A sword strike "costs" two time points. The attacked character defends himself with a parry action costing one time point which means that the defender will be sooner active again than the attacker.

More details soon!