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Arcane Worlds Download For Pc [hacked]





















































About This Game A game inspired by classic Magic Carpet, with modern graphics and features. You play as a sorcerer, exploring mysterious worlds, changing them, discovering ancient secrets, creating new spells, fighting creatures and other mages, building and destroying as you please. 6d5b4406ea Title: Arcane WorldsGenre: Action, Adventure, Early Access, Indie, StrategyDeveloper:Ranmantaru GamesPublisher:Ranmantaru GamesRelease Date: 28 Jan, 2014 Arcane Worlds Download For Pc [hacked] Having played Arcane Worlds since v0.19 I think every new build has brought something new to the table. Progress on the game might not be fast given that there is only one developer but it is certainly steady and v0.25 is almost like a different game to v0.19 now. One of the first major surprises for me was just how much better the randomly generated worlds looked after the generation code was revamped to build the worlds around the gameplay elements rather than the other way around. Before colours were mostly the same and random terrain was sort of thrown together. Now you will find pillars, lakes, valleys, forests and more with proper palettes that all fit together very well in making a believable and natural-looking random world. Couple those elements with terrain effecting spells like Fracture and Volcano you can actually have a lot of fun just terraforming worlds and customising them to your liking.Spells are no longer found randomly on worlds like previous builds and instead you will find runes which you use on crafting worlds to create new spells. This gives you some early goals to work towards as different spells require different runes so you have to scavenge worlds for the rune types needed for the spells you want. Certain worlds will be easier to conquer if you have the right spells and certain puzzles might require a specific spell to solve.A much-needed interactive tutorial has been added so anybody not already familiar with the old Magic Carpet games will now have the basic movement, combat and crafting mechanics explained to them. You don't get everything handed to you on a plate though so you still have to figure out what those circles are and what to do with them.Several improvements to the map make locating items on worlds much more easily. Un-triggered circles are marked as are creatures and mana gatherers and there is a line back to your castle so navigating is much easier. In the universe map you can also check if you have missed anything on worlds you have visited which is pretty useful.Difficulty has increased on v0.25 as your starting mana is now lower and you can't just rain fireball death on enemies right away so you have to fly more evasively until you have added some mana to your castle allowing you to sustain your fire rate for longer periods. Dark worlds are a new addition and whilst I don't want to ruin the surprise I will say that poorly prepared Wizards are going to have a bad time in these! One of my early criticisms of the game was that it was a little too easy and creatures offered no real threat to you which is now being addressed.The game is also moddable which is fairly unusual for an alpha-build game. The scripts in the \/gen\/ folder are not only responsible for world generation but also the gameplay elements so there is a lot that can be done to tweak and customise the game. There isn't much in the way of documentation (or even comments) so the difficulty curve for modding is currently quite high but I expect this to change as the game develops further.Arcane Worlds is a truly amazing experience for an alpha and I can't recommend it enough regardless of whether you ever played Magic Carpet or not.I should point out that as the game is DRM-free many people (including myself) usually aren't logged into Steam when I play so the "played" hours count (3.5) is far from correct for me at least. I think I will have to change that!. 4 years and still in early access. It's a fun little game for about 3-4 hours with really nothing to do. You fly around, fight some really basic enemies that show up, there's *some* puzzle solving but really this comes off as something someone is making in their free time to kill time. I wouldn't recommend it unless your interested in supporting someone else's hobby. I bought this game 4 years ago and I've played it like... for 4 hours throughout that time. Would I say it is worth 10 bucks? Ehh not really but it's an oddity and a nice little sandbox.. Want a game where you can spend hours turning the entire world into a monstrous volcano that threatens to bring even the mightiest of graphics cards to its knees? Look no further than Arcane Worlds.The first thing I noticed was the cheat options. While I lasted at least 20 minutes before succumbing to the temptation, I found that the game is so lacking in features that I had little else left to do besides cheat. Once you give yourself the mana cheat and the ALL SPELLS cheat.... Rapid-fire volcanology awaits! Many other available spells vie for your interest as well, but they all pale in comparison to the mighty volcano spell.SO.... $10 for a quality physics simulator which (I have not yet been able to crash, although I can drop framerate to abysmal levels) where I get to turn the entire world into a volcano over the course of an hour and a half? Count me in!Players: You are ALREADY getting a quality physics fluids simulator in a procedurally generated (rather small\/wrapping) world for just $10. Go for it. This is more entertaining and less buggy than a LOT of other crap out there on Steam (and other ware stores).To the dev: Well done sir! Now you face the daunting task of adding meaningful gameplay to this fantastic world simulator you have created. I wish you the best of luck and encourage players to follow this game closely as things develop.. 4 years after it's debut on Steam it is still in Early Access. Not really much hope of this one ever being a complete game at this point.. There is nothing to do... I don't see any reason for all the thumbs up. I understand this is alpha, but there is no real game to play. You float around, you can shoot birds, you send weird teddy bears marching about, you can make big holes or mountains, but there's really no point to any of it yet. None of your actions matter and your changes to the world aren't even saved.. This game looks like it could have a lot of potential. Unfortunately development seems to have stalled. There are virtually no detailed play instructions at the time of this review. Graphics are minimal, little variety in opponents\/mobs. After the first few worlds they all begin to look the same. I applaud the game concept but it's a shame it's not being realized to it's full potential.. There is nothing to do... I don't see any reason for all the thumbs up. I understand this is alpha, but there is no real game to play. You float around, you can shoot birds, you send weird teddy bears marching about, you can make big holes or mountains, but there's really no point to any of it yet. None of your actions matter and your changes to the world aren't even saved.. Highly recommended. Suggestion: Anyone who finds revisiting substantially older games enjoyable should check out Magic Carpet 1 & 2. Playing around with those old gems will truly affect your appreciation for this Early Access, and should spark your imagination as to what this game could accomplish. My hats off to the developer for choosing one of my most memorable childhood favorites as inspiration. Can't wait to see the endgame. Update 0.27: This update adds mod-able game modes, and a sandbox mode. No Steam workshop support for mods yet, and I postponed survival mode for now.Changelog:Added mod-able game modes.Added sandbox mode.Added anti-aliasing blur setting.Added option for shadow Temporal AA, independent from main AA setting.Added option to enable developer tools (special hotkeys etc.), which is off by default.. Update 0.30: Another mostly technical update: lava spells for sandbox and technical stuff for future mod support. Added lava source, sink and globe spells for use in the sandbox mode. Switched to physfs library for reading/writing game files. Building editor now saves to %APPDATA%\buildings\ folder. Optimized file checks (like reloading shaders/textures/scripts). Switched to Visual C++ 2013. No runtime installation necessary, so ignore this. Changed button style in the main menu.. Update 0.43: I had some health issues, so this update took way longer than expected. I'm much better now though.The main thing in this update is the new boss fight mode.Also, I switched to DirectX 9 ex, which might cause issues on some systems, so let me know if there are any weird bugs or problems starting the game.Change log: Added initial boss fight game mode. Switched to DirectX 9 ex, requires Windows Vista or newer. Player now collides with static objects. Gatherers now ignore mana that is in the castle limits. Fixed a mouse input bug. Using a different font (more localization-friendly). Switched to Visual C 2017. Added IK animation system. Added voxel-based model generation system. Added a bunch of developer tools.. Update 0.28: Video:https://youtu.be/2pO8DzJYTcAChange log:Added building editor (enable developer tools too see it in the main menu).Made building models and textures independent and mod-able (this breaks old saved games).Your castle can be upgraded now, changing mana capacity, number of gatherers, etc.. Update 0.37: I'm sorry for the long wait, but the update is finally here. This is a major rewrite of AI code, making mobs modular and customizable both for me and for the modders. You can script AI behaviors now.I'll use it to add more variety to the enemies in the next updates.In other news, some people contacted me about cooperation on the game, they want to remake graphics (they have artists) and run a Kickstarter campaign to judge if the game is popular enough to invest money and time in finishing it together with me. I'm not sure if it'll work out with them yet, but I'm going to give it a try.Change log:A big rewrite of AI and actor code (separating actors and behaviors, modular scripted AI etc.)Enemy missiles are now visible on the map.Fixed trees disappearing after loading a saved game.More developer / debugging stuff via imgui.. Update 0.35: The main feature of this update is shading overhaul, which changes how light interacts with materials. It allows for glossy materials now, and thanks to rendering pipeline changes, I have place for extra material parameter in the G-buffer which I might use later.If you're interested in technical details, it's inspired by Disney's BRDF, but adjusted for real-time non-photorealistic rendering. And some hacks to make stuff that doesn't have normals (like foliage) look good.Major overhaul of shading and lighting.Ranmantaru logo in first loading screen.Blurred background for loading screen.Fixed minor shadow issue.If you like what I do, you can support me on Patreon![www.patreon.com]. Update 0.36: This is a small update before I start overhauling AI which I have mostly planned out already.I integrated "dear imgui" library and made log viewer / script console with it. It's quite good for quickly building developer tools, so eventually I'll bind it to script to make it available for modders and for script analytics and debugging.Added log viewer / script console (accessed with F5 if you have dev. tools on in options).Added gloss maps for building textures.Mana threshold is displayed now on the castle mana bar in the progress mode.If you like what I do, you can support me on Patreon![www.patreon.com]

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