9 June 2024 - Full version news update
I've been looking forward to announcing that the full version will support workshop mods. This will make it easy to install and download mods.
If you have already played around with modding the prologue, you know that you can already mod conversations, graphics, items, enemy stats and much more in the prologue. Below you can see an extensive list of what will be possible in the full version:
- Change which enemies/objects/NPCs are in which level - Define which generator should be used (see next section)
Descent from Arkov's Tower allows you to script your own generators. A generator takes a level definition (e.g. size, number of enemies, list of objects like NPC's, crates, traps...) and generates a level based on the scripted logic. You can use all kinds of algorithms that are used in game programming (e.g. [space partic](https://de.wikipedia.org/wiki/Binary_Space_Partitioning), [Perlin noise](https://en.wikipedia.org/wiki/Perlin_noise)), but alternatively you could simply define a script that generates the same level on every run. The possibilities are almost unlimited. The full version will contain at least 2 predefined level generators which will be available as examples in each initially created mod.
Enemy Behaviours describe how an enemy should behave. These can be assigned to enemies instead of the default Mele behaviour. They define how an enemy finds the player, when and how he attacks, which weapon he uses and so on. With these scripts you can create new combat challenges for the player.
Create new ItemTypes and define what happens when you use them. Examples from the existing game are: 1. ranged weapons 2. MultiTile Weapons These weapons attack multiple enemies at the same time 3. healing items (status effects are also moddable) 4. poisoning items 5. keys 6. cards 7. torches -> not yet in the game, may be added to the full version)
Map Objects describe objects that embellish levels or objects with which the player and or opponents can interact. Some examples are listed below: 1. chests 2. statues 3. fire bowls (alg. lighting elements) 4. doors 5. traps 6. teleporters 7. ...
Map Objects describe objects that embellish levels or objects with which the player and or opponents can interact. Some examples are listed below: 1. crates 2. statues 3. fire bowls (alg. lighting elements) 4. doors 5. traps 6. teleporters 7. ...
Events and Actions are used to change the game environment if X (Event) then Y (Action). E.g. IF the player speaks to Vokra about rats THEN the quest Kill 3 rats is triggered. Events and actions are mostly used in combination with dialogues, but can also be used for other use cases. For example, if the player has stepped on the pressure plate 3 times then spawn a ghost. (This can be solved in exactly the same way with a map object, there are always several ways to solve something). Examples of this are 1. trading 2. heal 3. attack players when a certain dialogue option is triggered 4. display dialogue options only if the player has >= 3 apples in the bag, for example
Hooks are scripts that are activated at a certain point in time, e.g. - When the game is started - When the menu is displayed - When the player spawns in the level - When an opponent dies - When the player dies - etc These scripts can be used in many ways
The flexible way I have integrated scripts into the game allows you to be very creative. In principle, you can programme your own roguelike with these scripts. It would also be conceivable to script smaller turnbased RPG's, then you have to try out how far and complex you can get before FPS and performance decreases ;-).
[ 2024-09-08 08:49:26 CET ] [ Original post ]
Workshop support
I've been looking forward to announcing that the full version will support workshop mods. This will make it easy to install and download mods.
What can be modded?
If you have already played around with modding the prologue, you know that you can already mod conversations, graphics, items, enemy stats and much more in the prologue. Below you can see an extensive list of what will be possible in the full version:
Level editing
- Change which enemies/objects/NPCs are in which level - Define which generator should be used (see next section)
Scripts own level generators
Descent from Arkov's Tower allows you to script your own generators. A generator takes a level definition (e.g. size, number of enemies, list of objects like NPC's, crates, traps...) and generates a level based on the scripted logic. You can use all kinds of algorithms that are used in game programming (e.g. [space partic](https://de.wikipedia.org/wiki/Binary_Space_Partitioning), [Perlin noise](https://en.wikipedia.org/wiki/Perlin_noise)), but alternatively you could simply define a script that generates the same level on every run. The possibilities are almost unlimited. The full version will contain at least 2 predefined level generators which will be available as examples in each initially created mod.
Scripts the behaviour of enemies
Enemy Behaviours describe how an enemy should behave. These can be assigned to enemies instead of the default Mele behaviour. They define how an enemy finds the player, when and how he attacks, which weapon he uses and so on. With these scripts you can create new combat challenges for the player.
Scripts Weapons and ItemTypes
Create new ItemTypes and define what happens when you use them. Examples from the existing game are: 1. ranged weapons 2. MultiTile Weapons These weapons attack multiple enemies at the same time 3. healing items (status effects are also moddable) 4. poisoning items 5. keys 6. cards 7. torches -> not yet in the game, may be added to the full version)
Scripts own level/map objects (eng. Map Objects)
Map Objects describe objects that embellish levels or objects with which the player and or opponents can interact. Some examples are listed below: 1. chests 2. statues 3. fire bowls (alg. lighting elements) 4. doors 5. traps 6. teleporters 7. ...
Scripts own level/map objects (eng. Map Objects)
Map Objects describe objects that embellish levels or objects with which the player and or opponents can interact. Some examples are listed below: 1. crates 2. statues 3. fire bowls (alg. lighting elements) 4. doors 5. traps 6. teleporters 7. ...
Events and actions
Events and Actions are used to change the game environment if X (Event) then Y (Action). E.g. IF the player speaks to Vokra about rats THEN the quest Kill 3 rats is triggered. Events and actions are mostly used in combination with dialogues, but can also be used for other use cases. For example, if the player has stepped on the pressure plate 3 times then spawn a ghost. (This can be solved in exactly the same way with a map object, there are always several ways to solve something). Examples of this are 1. trading 2. heal 3. attack players when a certain dialogue option is triggered 4. display dialogue options only if the player has >= 3 apples in the bag, for example
Hooks
Hooks are scripts that are activated at a certain point in time, e.g. - When the game is started - When the menu is displayed - When the player spawns in the level - When an opponent dies - When the player dies - etc These scripts can be used in many ways
And so much more
The flexible way I have integrated scripts into the game allows you to be very creative. In principle, you can programme your own roguelike with these scripts. It would also be conceivable to script smaller turnbased RPG's, then you have to try out how far and complex you can get before FPS and performance decreases ;-).
Descent from Arkov's Tower
Saturn91
DreamStudios
September 2024
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 9
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Positive
(13 reviews)
https://store.steampowered.com/app/2876720 
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Warning contains 8-bit-ish Retro!
Caution! This is a retro pixel art roguelike which might bring back memories you didn't even know you had. A flickering, humming CRT screen in your living room or bedroom back in the '90s after a day at school. What do you mean you weren't even born back then?Gameplay
This roguelike puts you in the shoes of an unnamed adventurer who just woke up on the top level of Arkov's Tower. Try to fight your way down and escape it - or die trying.Move your player trough 30 procedural generated levels. Fight numerous enemies including 9 unique bosses. The turn based combat system allows you to take your time and plan every move carefully. Upgrade your character with all sorts of items found in chests or dropped by enemies. In rare occasions you might find a wishing well, which allows you to upgrade your base stats. Can you make it to the bottom of the mysterious Tower?
Modding
This game is highly customizable for people with pixel art and/or programming experience. Just have a look at the included manual and the Mod Manager in the main menu. Maybe you want to create your own story? Use this game as a roguelike engine and make it happen!MINIMAL SETUP
- OS: Linux Ubuntu
- Processor: i3Memory: 4 GB RAMStorage: 100 MB available space
- Memory: 4 GB RAMStorage: 100 MB available space
- Storage: 100 MB available space
- OS: Linux Ubuntu
- Processor: i5Memory: 4 GB RAMStorage: 00 MB available space
- Memory: 4 GB RAMStorage: 00 MB available space
- Storage: 00 MB available space
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