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We’re building separate systems for world creation, level generation, generative storytelling, and gameplay such as environmental puzzles and combat situations. We’re taking Unexplored’s successful approach to procedural generation and applying it to many more parts of Unexplored 2. In The Wayfarer’s Legacy, the world map is an important source of information. They’re impacted by your actions, seasonal changes and interactions between themselves. Do you have enough provisions to venture through a desert? Are you ready to confront magical beasts you may encounter in the mystical forest ahead? The world is inhabited by creatures and people, both friendly and hostile. You have to plan your trip carefully and be constantly aware of your surroundings. Most importantly, we want you to feel like an explorer, a true adventurer. You travel through forests, valleys, mountains and, yes, into the occasional dungeon. The ultimate goal of Unexplored 2 is to destroy the Staff of Yendor, and it’s a quest that can only be completed by venturing outside.
In The Wayfarer’s Legacy you won’t be descending ever deeper underground, as was the case in the original Unexplored. In general, the art is descriptive and representative, but leaves enough space for the player to use their own imagination. This is the reason we chose to go with 3D in the first place. We’re especially proud of the way the heights and depths of the environments are turning out.
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The top-down view may not give us the chance to create grand vistas that disappear into the horizon, but it does help the player to read the environment, and inform them how to position themselves tactically in a fierce battle, or how to solve a puzzle. The art style should work seamlessly with our procedural generators.
We set out to create an art style that makes you feel like walking through illustrations, that spark and complement the wonder of a good journey. The most visible leap forward in Unexplored 2 is, well, the visual style. Okay, we’re starting to sound like the marketing department again, but we actually have more than a few ideas on how to achieve those goals. We want players to escape into a world that has a real sense of exploration and wonder, with captivating stories and adventures unique to every different hero. So while the sequel will, like its predecessor, be able to deliver unexpected surprises after hundreds of hours, it will be a much richer, more immersive, and even more expansive experience. With Unexplored 2: The Wayfarer's Legacy, by using both new and improved development tools/technology, the introduction of an array of original features and mechanics, and by applying an eye-catching art style, we're continuing to build on the solid foundations we established with the development of the original Unexplored.
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Most notably, PC Gamer, Rock Paper Shotgun, and Vice Waypoint all featured Unexplored as part of their respective Game of the Year articles. The experiment succeeded beyond our expectations and we’re extremely proud that our humble indie game has received widespread recognition from critics.
We wanted levels to feel as though they were designed by hand, rather than by an algorithm. With Unexplored we experimented with new ways of generating procedural dungeons. Unexplored 2: The Wayfarer’s Legacy is a completely different beast than its predecessor.
Featuring a unique legacy system, advanced procedural generation technology, and rich, generative storytelling, Unexplored 2: The Wayfarer's Legacy is an adventure like no other. Make brave choices and put your faith in good fortune. Encounter magical creatures and dangerous foes. Explore beautiful landscapes and discover hidden marvels. Leave the Dungeon of Doom behind and venture into a vast, wondrous world as you embark on a heroic quest to destroy the mysterious Staff of Yendor. Unexplored 2: The Wayfarer's Legacy is a roguelite action-RPG and prodigious sequel to the critically acclaimed indie gem, Unexplored.