A Game for Adventurers
Introducing Delving On, a new RPG in development by Lost Day Games.
Delving On is a game of exploration, the desire to see what's around the next corner. What wonderous areas can you find if you wander just a little further? What kind of treasures await those who brave the creatures lurking in the depths? What story awaits those who dig a little deeper?
Screens are work in progress but accurately represent style. All shots are running real time in the Unreal Engine. Everything (models, levels, materials, decals, lighting, particles, and anything else I forgot) was made in-house.
The goal of the environments, and the art style in general, is to offer areas that look unique and interesting. The environments and levels are very much considered characters in the game, each with there own "personality" and feel. I want players to get familiar with them, not just chase a cursor.
Listed below are some of the environments. These environments are only minor spoilers, as they come early in the game. More surprises to come!
Castle Dungeon Library Crypt Wine Cellar
Throughout history civilizations rise and fall. Ages pass as life goes on with little regard or memory of the past. There are spirits that wage war. Light and Dark. Angels and Demons pull the strings, and we struggle to break free of the cycle and move on. You will push through and delve deeper because it is you who are meant to break the cycle. What will you find?
Many creatures exist in this land. Learn if they are friend or foe. Many will be both. All have a purpose in the cycle.
Explore the world. Push through obstacles and enemies to open up new areas and opportunities. Open shortcuts and hidden areas. Equip and tailor your character each time you go out to explore. Preparation is important, which armor will you wear, which weapon, learning your environment is important, learning enemy weaknesses is important. This is not an action game you can blow through with hyper combos. This is a deliberate game, one where learning the level layouts pays off in big ways.
The world is very open to explore, but should you risk the most difficult road? You can forge your own path into the most difficult reaches early in the game.
Characters have proficiencies that can be adjusted as they grow. For example, a character may be proficient in a certain weapon but inept in another. This proficiency as well as other character traits (balance, reflexes, and etc.) ultimately determine damage inflicted on an enemy. Gameplay is less about a player's actual reflexes (hitting the button fast) and more about their character's in game traits.
There are also elements. These are generally associated with equipment. These elements (like holy, fire, lightning, earth) are hugely important to gameplay. Certain enemies will simply not be damaged at all unless using the correct type, and some areas are incredibly hard to navigate without the right gear.
The differences in enemy weaknesses mean a variety of weapons and armor can be useful, and finding a weapon with a new element is very rewarding. Old weapons rarely become obsolete.
Modular 3D tilesets are used to construct environments quickly. Rooms, halls, and points of interest can be easily moved and adjusted in order to accommodate good level design. Materials have editable properties allowing even more variety. The tilesets can also be placed procedurally or by mods to expand the world even further.