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ABOUT THIS GAME
We’ve always wanted to experience this RPG style with a few friends. With that in mind, Isles of Adalar will support up to four player collaboration at launch. However, we know that multiplayer isn’t for everyone, so we manually scale the difficulty of each encounter to keep the design of the single-player game consistent.
Our vision is for the Adalar Islands to become known over time as an almost endless RPG experience, rich in narrative-driven content. With that in mind, we designed our game to support user-generated mods and content right from the start. Everything that exists in the game is created with the same level editor that comes with the game, so moderators have access to all the tools we use to create a campaign.
Merely providing modding tools is not enough to realize our vision. We will be actively working to build a creative community around our game. It starts with making the tools as user-friendly and efficient to use as possible so that small teams of several people can run large-scale campaigns. But in addition to the tools, we will provide players with additional content that is not used in the base game to make their campaigns unique. This will include environmental biomes, different architectural styles, and even new enemies.
ROLE AND PLAYABILITY
Choice and consistency are the basis of our dialogue system. We use a hybrid (mostly) text system which includes non-specific voice lines for NPCs. This allows us to have an in-depth dialogue with characters from all over the world, but also gives the player the necessary feedback to reflect the overall NPC attitude and response to the player. For example, you can try to intimidate a bandit, and if you fail the speech test, you might get a voice response like “I can’t stand it!” but the text may be more specific and context specific.
Rather than using speech skills to decide dialogue choices and the success of persuasion, the player can attribute multiple personality traits to their character that will provide unique responses. The success or failure of an attempted persuasion depends both on the level of the player’s character and whether the type of persuasion makes logical sense in the context of the situation.
- OS: Windows 7/8.1/10 (64-bit version)
- Processor: Intel i5-750/AMD Phenom II X4-945
- Memory: 8 GB RAM
- Graphics: NVIDIA GTX 760 6 GB
- DirectX: Version 11
- Storage: 10 GB available space
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