- Update on Isles of Adalar - 7 February 2024
I was working on another game but I am now working on Isles of Adalar again. I am incorporating everything I learned from working on that game. I am using the opportunity of porting to Unreal Engine 5 to rethink everything. I have spent way too much effort on the level editor. I still am going to support mods but now it is through JSON files. All the data is in JSON files and scripting is done through LUA instead of the in- game level editor. I am trying to focus on the gameplay. I wrote a design document and I think I have what I want in the first island planned out as well as the game mechanics. It will be awhile before I upload the new version, I want it to be playable. I wanted to show my progress. I have been concentrating on building up the UI as well as the character creation system and quests. This shows the new character screen. I am trying to standardize everything. I am using…
- Peakway Software Update - 5 February 2023
Dear Isles of Adalar Community, I would like to take a moment to express my appreciation for your support and to provide an update on the status of the game. I regret to inform you that I have not been able to post updates over the past year. In April 2021, my partner stepped away from the project and I took on additional work to make ends meet. As a result, progress on the game was slow and I was unable to work on it full-time. However, I am excited to announce that I am now working on a new, smaller game. This game is a single player, turn-based, rogue-like dungeon crawler that I hope to have completed by 2024. I am using this opportunity to apply what I have learned and develop a plan for addressing some of the challenges in Isles of Adalar. My goal is to generate enough revenue from this new project to hopefully return to Isles of Adalar. I am currently not seeking funding or volunt…
- Critical bug fix - 28 March 2022
Fix issue where going into a dungeon would crash the game.
- island creation changes - 22 March 2022
Fixes - fix crash when creating an island Changes - tweak the traditional climate preset and biomes to have more variation.
- March 2022 update - 20 March 2022
Changes - show any perks required to use an item in the inventory UI - add option to always show health and stamina bars Bug Fixes - fixed bug where picking some class templates in character creation would break the game. - fixed bug where some class templates were shown when they were not supposed to be shown. - fixed bug where sometimes switching tabs in character creation would break the game. - fixed a bug that sometimes occurs when trying to save a game. - fixed bug where staffs were floating instead of being in the character's hand
- New update with graphics and performance upgrades - 17 February 2022
This update has major changes that upgrade graphical fidelity and performance. Loading A level is no longer loaded for the main menu or for character creation (black background instead). This improves load times. New terrain shader Support for up to 16 terrain textures (previously maximum of 7 textures) Much better performance Better visual quality Can eventually support snow and rain. Dynamic occlusion Integrated a GPU dynamic occlusion system. Much better performance especially with dense scenes Point light shadows are much less expensive so they are now all enabled instead of most turned off Less visible popping between LOD levels Lower memory and CPU usage New ocean shader Much better performance Better visuals No more visual artifacts when sun reflects off of the water Much better underwater rendering visual quality New biomes Load A_Start_Island2.lvl to see the new biomes and the…
- Game Update - 21 October 2021
Sorry that the game updates have slowed down. I am doing contracting work to pay the bills so I don't get to work on the game full-time. I am continuing to work on the game however. Updates will probably be 3 months apart now but there will be more frequent updates for the test build. Instructions to use the test build can be found on the PeakwaySoftware discord server. Should you buy the game right now? Unless you are interested in playing with the editor I would wait for awhile. Once I redo the start of the campaign would probably be a good time. This is a long-term project that will take awhile to get to a beta early access level. Please check in every once in awhile to see how it is progressing. Changes Upgraded from using Unity 2017.4 to Unity 2020.3 This improved load times but caused a lot of bugs that had to be fixed. There is no longer a resolution dialog when starting the game…
- Gameplay update - 8 July 2021
This update expands and changes some of the gameplay systems. Make sure to start a new game to see all the changes. Attributes Some attributes have been renamed, some have been removed and some new ones have been added. Here is the current list of attributes. Strength : effects amount of health and health regeneration Endurance : effects amount of stamina and stamina regeneration Athletics : effects speed of player Melee weapons : effects amount of damage that a player does with melee weapons Ranged weapons : effects amount of damage that a player does with bows General magic : effects amount of mana and mana regeneration Dark magic : effects power of dark magic spells Light magic : effects power of light magic spells Elemental magic : effects power of elemental magic spells Natural magic : effects power of natural magic spells Smithing : allows creation and upgrading of weapons and arm…
- Major gameplay update - 28 May 2021
Combat changes https://i.imgur.com/f9LZV82.png Make sure to start a new game to see all these changes. Game now pauses in single player when the game menu is shown, when in inventory, in the map, and picking locks. Monster movement is slowed down. Monsters move around less in combat in general. Monsters no longer push the player around when they are attacking. Monsters, items, spells, and stats have been re-balanced for easier and more intuitive combat. Monsters and players no longer move during normal attacks making combat easier to follow. Encounters now scale according to how many companions the player has. This allows solo play to be viable. Added sounds for when entities get hit and when they die. Also changed the weapon swing sounds. Fixed issue where the player could easily hop over monsters by running into them. Replaced capsule colliders with box colliders which seems to have h…
- AI Scripting Tutorials and More - 22 February 2021
New Guides/Tutorials We've just finished the second wave of our modding tutorials. There are now 25 guides total that cover level design and AI scripting. The next phase will cover modding and steam workshop. The new guides don't seem to be visible on the community hub yet so you can access them with this link for now. Link : https://steamcommunity.com/profiles/76561198086002749/myworkshopfiles/?section=guides&appid=1112620&p=1&numperpage=30 Hit Markers We've added hit markers to give additional feedback on successful hits. You can enable/disable hit markers for each combat type individually within the game's settings. So if you only want hit markers for to appear for ranged combat, we have support for that. Crime System We've done a lot more work to our stealth and crime system. The campaign isn't developed far enough to utilize it in game yet, so we made a video to showcase the possib…
- New Combat System and More Gameplay Changes - 28 January 2021
It's been a while since our last update and there's good reason for that. We've made some core gameplay changes as well as some changes to the game's core infrastructure that will vastly improve the user's experience. There were some changes to the quest system that will likely break your previous save games. We recommend you start a new game to experience the new changes. New Combat System We now allow for the player to freely move in any direction while attacking. Those who are familiar with 'The Elder Scrolls' series will feel very at home with this change since they are no longer forced to move forward during attacks. Power/Lunge attacks will still move the character forward. Successful hits will now play an animation to give the player more hit feedback as well. Hovering Entity Stat Bars We've removed the stat bars at the top of the screen for entities and now tied it to the entity…
- Official Modding Guides/Tutorials Phase 1 : Level Design - 21 December 2020
Within the first quarter of 2021 we will be opening up the steam workshop for the community to download and share mods. Currently, we are working on modding documentation and improving the combat system. Documentation is going to be released as steam guides in 3 major phases, 'Level Design', 'AI/Quest Scripting', 'Modding and Steam Workshop'. The first phase is available now in the community hub and we encourage anyone interested in modding to go through the guides to get a better understanding of our tools If you plan to work on mods for 'Isles of Adalar' please join our official discord to connect with the developers and other modders. Discord Server : https://discord.gg/TSkhCCH
- Week 3 - 4 Patch Notes - 24 November 2020
From now on we will be doing patch notes announcements at the end of the month instead of posting them by the week. Our current focus right now is multiplayer stability. Fixes - Fixed the server ending a conversation with an NPC also caused the client's conversation to end even though they were talking to a different NPC. - Fixed the player and other player's markers sometimes disappearing on the map in co-op. - Fixed co-op character's name sometimes set to default instead of the name you chose in character creation. - Fixed bug where monsters would keep attacking player after they died in co-op. - Fixed bug where client would not get quest hint updates after quests had been started or steps had changed status. - Fixed bug where in co-op if the client started the conversation with an NPC they would get conversation options based on the host's traits instead of the client's. - Fixed bug…
- Week 2 Patch Notes - 5 November 2020
We've been able to have an extremely productive first two weeks thanks to the community helping us identify bugs and oversights! Fixes - Fixed not seeing loot hint or take hint if you are zoomed all the way out in third person. - Fixed issue where it is was difficult to get the revive option for companion. Kept showing loot option. - Fixed issue where conversation data was not updated to the latest version when loading from save games. - Fixed issues with the mouse scroll wheel not working in certain lists or working inconsistently, strangely. - Fixed character turning in character creation when typing keys into name edit box. - Fixed character screen title of effect list. It was saying Active quests. - Fixed books not being readable on lower texture size settings. - Fixed issue with damage over time from spells being completely negated by any sort of protection versus that effect type.…
- Week 1 Patch Notes - 29 October 2020
With new players coming in we've been able to identify and fix numerous issues in our first week of Early Access, here's a summary. Fixes - Fixed bug in save game where NPCs would stop working after loading a save game. Unfortunately the save games are bad so you will have to start a new game. - Improved looting hit box. Will work on this more later. - Fixed bug where the take gold button did not work when looting a monster or NPC. - fixed a save bug where save games with non-human player characters would not load. - reduced texture usage dramatically on quality levels lower than ultra that should improve performance on lower end machines. - Fixed lockpicking mini-game was showing the proper key if rebinded to a non-default key but not using it. - Fixed inventory window not displaying or using the proper key if rebinded to a non-default key. - fixed FOV issues. No more fish eye effect.…
- Isles of Adalar Roadmap - 23 October 2020
SUMMARY We believe it's very important to communicate often with our community and keep you informed with what is happening in terms of development. There's a lot of work that needs to be done in different areas throughout early access and with limited staff (only 3 right now) we can only focus on a few things at a time. We're not going to give timetables because we are notoriously terrible at predicting how long things take. So instead, we're going to break things up into phases of development. PHASE 1 : BUG FIXING/SMALL FEATURES/POLISH Even with less than 24 hours of people playing we realized this needs to be priority #1 right now. So feel free to report bugs and give technical feedback on the steam forums or discord. As developers, we tend to test things with a bias because we know exactly how the systems are designed and supposed to work. So when new people come in and do things we…
- Setting Expectations : Should you buy Isles of Adalar? - 17 October 2020
Intro We wanted to make this post to make sure players knew what they were getting into before purchasing Isles of Adalar. The release is scheduled for Oct 22, 2020 at 4:00pm PDT but before you get into the details of this post, we only recommend that you buy our game if you... 1. Are interested in helping to fund development. 2. Are interested in learning the level editor and mod tools early. 3. Are interested in bug testing or seeing how the game develops over time first hand. If you are interested in something that resembles a more finished product we recommend that you wait before making your purchase and keep up with the game's development by watching our devlogs which we will start posting again after the early access release. Campaign Content Originally, the plan was to make an extremely short early access campaign (that could be completed from start to finish) and then work on a…
- You deserve an explanation for the delays. - 18 September 2020
Overview Delays are never something a developer wants but sometimes they are needed. In this post we will get into the specifics of what is happening right now with the game. But before we do that, It's important that we take full responsibility for any miscalculations on our part and that the community knows they can trust us to be honest with them. This is our first time self publishing a game, so we hope that you can be patient with us. Bug Fixing and Stability The development team consists of one programmer and one designer. We knew that there would be a lot of bug fixing and testing as we made the campaign, but we underestimated how much time the designer would have to get pulled away from the campaign in order to assist in testing. Usually bugs are small and don't require both developers but at the start of campaign creation we ran into some big issues that required both developer…
- Isles of Adalar Devlog #12 - 11 May 2020
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- Isles of Adalar Devlog #11 - 3 March 2020
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