In fact, nearly anything you do will shape your world in some way. Span regions, even continents if you desire. Form settlements and build shelters for safer travel. Map your world, and face its many dangers. Being procedurally-generated, the world is unique for each individual player and it literally goes on forever. No two worlds are the same, and your world permanently forms only as you discover it. Explore, scavenge, craft, cast (yup, there's magic), and fend off foes in a variety of ways. Better your world by aiding other survivors and gaining their help. Or don't, kill everyone in sight and deal with the consequences.
It's all up to you.
While death for your characters is permanent, weapons, loot, levels and anything else you've earned while playing will always exist. If one character dies, the player simply assumes a new survivor and the world continues on from there. Not as if nothing happened, though. Those who came in contact with the now-deceased will eventually catch word of their passing, and may share feelings on the departed, for better or worse. Current characters can even pay their respects by visiting the player's own personal graveyard which will contain each and every deceased character played.
A Valley Without Wind: Interiors, Lighting, Crafting, New Regions, Character Stats, And Perma-Death (And Much More!)
Arcen Games is downright ecstatic to share the latest updates, screens and video footage for its procedurally-generated action adventure title A Valley Without Wind. We haven't shared in a few weeks, so there's a ton of new stuff to show and tell including interiors, lighting, crafting, playable/NPC Skelebots, lava and desert regions, perma-death implementation and lots more.
Interiors -- the last remaining world building focus for the game -- have been added, though at the moment we'll be needing the proper time to populate them. These structures don't have any electrical power, making most indoor exploring pretty dark. This is where lighting comes into play, as several darker areas both interior and exterior can be lit by various spells and objects to grant better visibility and ease the search.
There's been plenty of character focus this past update as well: Perma-death and crafting in their basic forms are now in place, along with a working system for producing a unique set of stats for each individual character. A neutral Skelebot that works as both playable character and as a non-hostile NPC, a dynamic character name generator, and NPC dialog have also been thrown into the mix.
New music, regions, improvements to shadows and particle effects, a new lamp object, and two new spells: "shrink" and "flash of light," round out the sizable list of update highlights. Check out the latest gameplay video showing off everything mentioned and more.
And to make up for the lengthy radio silence, we have three new developer journals available. A breakdown of the video as well as a detailed explanation of the aforementioned features, additions and improvements.
Arcen head Chris Park goes into his approach to the design process of AVWW as compared with past works.
Lastly, Chris discusses horizontal versus vertical game development phases, and wonders why indies can't explore the latter as much as they do the former.
That's all for this process improvement focused update. Come back next time for an update heavier on the art advancement. A Valley Without Wind is currently set for official release on PC and Mac later this year, with a playable Alpha build available to customers who pre-order coming in April.
More articles about A Valley Without Wind