Ardem - Dev Diaries #03
Welcome to Episode #3 of the Ardem Dev Diaries. We are thrilled to dive deeper into the events of the last two weeks and provide you with some intriguing insights into the development of Ardem. This one will be a bit shorter, but still a lot has happened. Let's dive in!
Today, we will begin with art. As mentioned last time, in our new city, Albington, we wanted to explore something innovative and decided to implement a sewage canal system beneath the city. This system can be utilized by players to navigate the area without exposing themselves too much to the environment. In multiplayer, there is, of course, a high chance of encountering other players in the canal systems as well. The system will include several entry/exit points, providing players the option to reach specific places more efficiently and resurface when needed. Following an initial concept and research phase, during which we experimented with different shapes and styles, we have now settled on a design that we believe complements our visual style and the surrounding environment quite well. The various canal parts are currently in an early stage, with level designers incorporating them into the layout of the canal system. Simultaneously, we are still working on refining them, adding details, and making adjustments on the fly. We look forward to sharing more screenshots of the sewage canal system in the next update!
Ihr werdet dies noch eine Weile hren, aber Albington bleibt unsere oberste Prioritt. Wir sind vom innerstdtischen Gewerbegebiet dazu bergegangen, uns strker auf die Wohnzone zu konzentrieren und alle schmalen Gassen und Gassen akribisch zu gestalten, die die Huser verbinden. Dabei stellen wir sicher, dass alles so authentisch wie mglich aussieht. Derzeit platzieren wir grere Requisiten wie Fahrzeuge und Schuppen und gestalten Strukturen wie Zune und Mauern, die die Grundstcke voneinander trennen. Insgesamt ist der Fortschritt in Albington vielversprechend, und bald werden wir noch viel mehr prsentieren knnen.
Additionally, we have decided against the idea of having a quarry as the local industry for Albington. Instead, we have started drafting plans for a hydrocarbon production plant, which will serve as the main industry branch in this city. More information on this will be provided in one of the upcoming updates. While the quarry is not entirely dismissed, it will be postponed and re-evaluated at a later stage. We are consistently elevating the visual aesthetics of the game to ensure the environment feels authentic and harmonizes with the US Midwest setting of Ardem. An initiative taken over the past two weeks focused on refining the vegetation, especially in dense forests. Alongside minor adjustments to the density of grass and undergrowth, we also replaced the majority of previously used ferns. Although this might appear as a minor alteration, it significantly influences the overall ambiance of the forests.
As we are also proceeding to work on the more rural areas that are leading up to Albington, we recently finished an important intersection that connects both the highway and the sawmill to Albington. Besides some trailer park-ish style, the intersection consists of a burned down gas station, a diner and a motel. A decent combo of buildings for some nice loot. As the intersection is quite close to the shore, we are expecting this place to be a good starting point for fresh spawns to gather some useful early loot and then be able to head more inlands.
On the game mechanics front, we have focused on the initial phase of the cooking system. This phase essentially involves grilling various foods over an open fire to transition them into a cooked state, making them more nutritious than in their raw form. It's crucial to note that leaving the food on the fire for too long after reaching the cooked state may result in it getting burned, rendering it inedible. Currently, various types of meat and grown vegetables can be placed on the grill for cooking. However, it's essential to have a proper grill grate to support the food. In the next stage, we plan to introduce the option for players to cook individual pieces of food on a stick by holding them over the fire, especially in the absence of a grill grate. Since sticks can be found virtually everywhere, this provides a practical way to cook food without requiring advanced gear.
[ 2024-02-25 14:50:30 CET ] [ Original post ]
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Attention, survivors!
Welcome to Episode #3 of the Ardem Dev Diaries. We are thrilled to dive deeper into the events of the last two weeks and provide you with some intriguing insights into the development of Ardem. This one will be a bit shorter, but still a lot has happened. Let's dive in!
Art
Today, we will begin with art. As mentioned last time, in our new city, Albington, we wanted to explore something innovative and decided to implement a sewage canal system beneath the city. This system can be utilized by players to navigate the area without exposing themselves too much to the environment. In multiplayer, there is, of course, a high chance of encountering other players in the canal systems as well. The system will include several entry/exit points, providing players the option to reach specific places more efficiently and resurface when needed. Following an initial concept and research phase, during which we experimented with different shapes and styles, we have now settled on a design that we believe complements our visual style and the surrounding environment quite well. The various canal parts are currently in an early stage, with level designers incorporating them into the layout of the canal system. Simultaneously, we are still working on refining them, adding details, and making adjustments on the fly. We look forward to sharing more screenshots of the sewage canal system in the next update!
Level Design
Ihr werdet dies noch eine Weile hren, aber Albington bleibt unsere oberste Prioritt. Wir sind vom innerstdtischen Gewerbegebiet dazu bergegangen, uns strker auf die Wohnzone zu konzentrieren und alle schmalen Gassen und Gassen akribisch zu gestalten, die die Huser verbinden. Dabei stellen wir sicher, dass alles so authentisch wie mglich aussieht. Derzeit platzieren wir grere Requisiten wie Fahrzeuge und Schuppen und gestalten Strukturen wie Zune und Mauern, die die Grundstcke voneinander trennen. Insgesamt ist der Fortschritt in Albington vielversprechend, und bald werden wir noch viel mehr prsentieren knnen.
Additionally, we have decided against the idea of having a quarry as the local industry for Albington. Instead, we have started drafting plans for a hydrocarbon production plant, which will serve as the main industry branch in this city. More information on this will be provided in one of the upcoming updates. While the quarry is not entirely dismissed, it will be postponed and re-evaluated at a later stage. We are consistently elevating the visual aesthetics of the game to ensure the environment feels authentic and harmonizes with the US Midwest setting of Ardem. An initiative taken over the past two weeks focused on refining the vegetation, especially in dense forests. Alongside minor adjustments to the density of grass and undergrowth, we also replaced the majority of previously used ferns. Although this might appear as a minor alteration, it significantly influences the overall ambiance of the forests.
As we are also proceeding to work on the more rural areas that are leading up to Albington, we recently finished an important intersection that connects both the highway and the sawmill to Albington. Besides some trailer park-ish style, the intersection consists of a burned down gas station, a diner and a motel. A decent combo of buildings for some nice loot. As the intersection is quite close to the shore, we are expecting this place to be a good starting point for fresh spawns to gather some useful early loot and then be able to head more inlands.
Game Mechanics
On the game mechanics front, we have focused on the initial phase of the cooking system. This phase essentially involves grilling various foods over an open fire to transition them into a cooked state, making them more nutritious than in their raw form. It's crucial to note that leaving the food on the fire for too long after reaching the cooked state may result in it getting burned, rendering it inedible. Currently, various types of meat and grown vegetables can be placed on the grill for cooking. However, it's essential to have a proper grill grate to support the food. In the next stage, we plan to introduce the option for players to cook individual pieces of food on a stick by holding them over the fire, especially in the absence of a grill grate. Since sticks can be found virtually everywhere, this provides a practical way to cook food without requiring advanced gear.
Ardem
Techtive Games
Techtive Games
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In a world ravaged by conflict between humans and advanced AI, Ardem emerges as a classic but immersive persistent open-world survival game set in an alternative future. As the remnants of human civilization dwindle, nature reclaims its territory, with overgrown buildings and decaying infrastructure serving as reminders of a long bygone era. Amongst this abandoned land, rogue AI robots wander, tirelessly seeking out the few humans left.
What can you expect?
Navigate the world of Ardem at your own pace with our vehicle system. Find and aquire vehicles to speed up your journey, but beware – they're noisy, thirsty for fuel, and demand regular maintenance. Customize your ride with a vast array of attachments, enhancing everything from bullet protection to other essential features.
We will continuously expand the content with tons of features to build an everlasting experience.
What can you expect?
- AI enemies including mechs and drones
- PvE / PvP / RP; your server -> your choice
- Play on community or roleplay servers hosting up to 64 players
- Immersive open world featuring distinct seasons and challenging weather conditions
- Entirely handcrafted environments with hundreds of points of interest
- Innovative base-building system providing players with exceptional freedom of choice
- Selection of hundreds of objects for customizing your homes
- Sophisticated electricity system with multiple energy sources (fuels, solar, wind)
- Advanced vehicle system with upgrade options and various attachments
Explore!
Embark on an immersive journey across Ardem's expansive 64 km², where overgrown and partially ravaged landscapes set the stage. Engage in urban combat or shroud yourself within forests to secretly construct your sanctuary. Explore countless handcrafted destinations ready for your adventure.Dynamic Basebuilding
Build your base's framework, adapt to your surroundings with a range of materials, and fortify it against harsh weather and other players eager for your loot. Electrify your sanctuary, from advanced defenses to essential appliances like fridges and more. Plus, top it all off with the ability to personalize your home with hundreds of objects, making it truly your own.Farming, Hunting & Fishing
Food supply goes beyond gathering berries and mushrooms. Take control of your supplies by hunting wild animals, tending to crops, or casting your line for fish. But each method brings its own challenges and requirements. To hunt, you'll need a weapon; for farming, seeds are a must, and for fishing, it's all about the right rod and bait selection.Electrification!
Electrify your base with a versatile power system. Use the elements — wind, water, and solar, or rely on fuel for your energy needs. Illuminate homes, fortify defenses, and power a wide range of electronic devices. Keep your food fresh in a fridge, recharge essential batteries, and discover a wealth of possibilities to empower your survival journey.Vehicle Mastery
Navigate the world of Ardem at your own pace with our vehicle system. Find and aquire vehicles to speed up your journey, but beware – they're noisy, thirsty for fuel, and demand regular maintenance. Customize your ride with a vast array of attachments, enhancing everything from bullet protection to other essential features.
Crafted with Passion & Cutting Edge Technology
Developed on Unreal Engine 5, Ardem utilizes advanced technologies like Lumen and Raytracing for breathtaking visuals and gameplay. Our commitment ensures Ardem remains at the technological forefront.Why you will love Ardem
Ardem provides a range of gameplay options. The solitary pursuit of singleplayer, cooperative engagement with up to four companions in co-op mode, or participation in community servers with up to 64 players. Be the lone wolf camping in the wilderness or team up and develop, defend and upgrade your base to a fortress.We will continuously expand the content with tons of features to build an everlasting experience.
MINIMAL SETUP
- Processor: i5 4670KMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: GeForce GTX 1060
- Storage: 16 GB available spaceAdditional Notes: Internet connection is needed to play online.
- Processor: i5 8600kMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: Geforce GTX 2070
- Storage: 16 GB available spaceAdditional Notes: Internet connection is needed to play online.
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