Day: December 8, 2011

AVWW Beta 0.547, “Power Coding Round 1,” Released!

There is nothing subtle or incremental about this one.  All the stats for characters and monsters have been reworked internally, and as part of that we’ve redone the general balance and flow of combat.  Enemy spells tend to be a lot slower now, but more plentiful and more frequent.  Trash mobs have a lot of health and now do substantial damage, but there are fewer of them.  And did we mention the eagles?  Yeah, the most-hated enemy should be a lot more fun and palatable for folks now.

Similarly, the terrain itself has been tightened, so there is less wandering through uninteresting space, and so there are fewer same-y buildings, and so there is less empty sky for espers and amoebas and bats to wander off into.  The result is really a different feel in the exterior areas, accentuating the existing differences in each region type through making them all more focused in general.

We also changed the multiplayer synchronization model around a ton, so now enemy positions and enemy shots will be synchronous between clients.  Let us know if you run into any issues with this, but based on the reaction to our other model this should be way more popular with players.  The one downside is that this does mean that sometimes enemy positions will need to correct themselves, and right now that means the enemy just jumps to the side and that might make you miss a shot against them.  But we’ll have smoothing for that later, and the really good news is that still your shots and enemy shots never will have jumps of that nature.  Multiplayer details have been updated here.

There are also a variety of general bugfixes in this version aside from the above, and there’s a new way that enemies flash when you hit them with a spell.  There are also some new room maps by Josh, and he’s created a new wiki article explaining the maps for new players.

Keith and I have both entered a power coding phase to follow the recent brainstorming/design phase, so there are a few metric tons of changes coming in the next week or so.  This is the first batch of them, but there will be more batches as we can break it up.  Given the scope of the changes, this means that the game is going to be in a moderate state of disarray for a week or so, in terms of general balance and such.  We’re doing our best to keep things as clean as possible, but the difficulty in particular might swing up and down some substantially during this time.  The end result is going to be pretty darn cool by the end of next week, though.

More to come soon.  Enjoy!

This is a standard update that you can download through the
in-game updater itself, if you already have 0.500 or later. When you
launch the game, you’ll see the notice of the update having been found
if you’re connected to the Internet at the time. If you don’t have 0.500 or later, you can download that here.

AVWW: Multiplayer Public Alpha, Brainstorming Subforum, And IOTY 2011

Arcen Games is pleased to pass along new information regarding our procedurally-generated, post-apocalyptic 2D sidescrolling action/adventure title A Valley Without Wind.

The game has reached yet another major milestone as the multiplayer component has entered alpha and for the first time is publicly available for testing. For those interested in opting into co-operative play in the same server/world with up to a few dozen other players (perhaps even more), head over to the AVWW multiplayer wiki and check out the FAQ section along with other related notes, specs, and such. Arcen CEO and head programmer Chris Park chats about what’s coming up for all the aforementioned as well in the latest post on his development blog.

We’re also excited to have the game participating in IndieDB’s Indie of the Year 2011 competition. To celebrate the constant support we and many other indies receive from the IndieDB community, we’ll be holding game giveaways that people can enter into via the comments section of an upcoming/aptly-titled news post on the site. The news post will go live sometime Thursday evening, and drawings will take place from then on throughout the weekend. Supporters, well-wishers, curious parties, etc. are encouraged to stop by, enter the giveaway drawing, and vote for AVWW if so inclined.

The full version of A Valley Without Wind is available now on PC/Mac for pre-order at 50% off the launch price during early beta, with customers gaining instant access to the latest available build and all subsequent releases through 1.0 and beyond. The game can be purchased and downloaded directly through the developer as well as on GamersGate, Impulse, and MacGamesStore. A demo is available for taking a free look around, and grants full access to the game/multiplayer with the only restriction being a cap when civilization level six is reached.

AVWW is currently in beta and as such is still very much in development. It continues to evolve at a rapid pace, with new content and improvements added nearly every weekday as it progresses toward official launch in 2012. Follow the game and its updates/discussions on Facebook, Reddit, and Twitter. To get more involved with how AVWW evolves in any and/or all of its aspects, be sure to stop by our recently opened brainstorming subforum and join in on the various design discussions. Additionally, anyone looking for hosted servers to jump onto and play with others are advised to stay tuned to the player-created “post when you host” thread on our forums.

About Arcen Games

Arcen Games entered the PC indie scene in 2009 with their cult classic AI War: Fleet Command, which was named the 40th best-reviewed PC game of the year by MetaCritic. Their second year was a busy one, seeing the release of The Zenith Remnant, the first full expansion for AI War; Tidalis, an innovative block-based puzzle with casual appeal and hardcore depth; and Children of Neinzul, a micro-expansion for AI War with all profits benefiting the Child’s Play charity, of which Arcen is a platinum sponsor.

AI War’s third and largest expansion Light of the Spire marked Arcen’s first release of 2011, and now the company has shifted its focus and excitement to the development of A Valley Without Wind. Originally a one-man shop, Arcen Games has grown to have half a dozen part-time or fulltime contributors to its various titles. For all the latest news, media coverage, and some of our other musings, follow us on our developer and individual game pages on Facebook or on Twitter: @ArcenGames.