We use a hybrid (mostly) text based system that features non specific voice lines for NPCs. This will range from environmental biomes, to different styles of architecture and even new enemies.Ĭhoice and consequence is at the core of our dialogue system.
But in addition to the tools we will also be giving players extra content that is not used in the base game so that their campaigns can feel unique. This starts with making tools as user friendly and efficient to use as possible so that small teams of only a handful of people can make large scale campaigns. We are going to be actively working to build up a creative community around our game. Just shipping tools for modding is not enough to realize our vision. Everything that exists in game is created using the same level editor that ships inside the game, so the modders have access to all the tools we use ourselves to create campaigns. With this in mind we’ve designed our game to support mods and user generated content from the very beginning. Our vision is for Isles of Adalar to become known over time as a nearly endless RPG experience rich with narrative driven content. However, we know multiplayer isn’t for everyone so we will manually scale the difficulty of every encounter to keep the integrity of the single player game design. With that in mind, Isles of Adalar will support up to four player co-op on release. We’ve always wanted to experience this style of RPG with a few friends.
Users can mod the existing content or create their own.
The game is one part RPG one part RPG maker as it ships with an integrated level editor and Steam Workshop support. Isles of Adalar is an open world single player/co-op fantasy RPG that can be played in first or third person.