


Players can choose one of many character classes - Callings - which give abilities too! Each has a different playstyle. There are no artifact equipment restrictions, this way many unpredictable and funny combinations can emerge. Players will need to choose artifact sets for different situations. We love to see which combinations of abilities players will invent! We will listen to your feedback and the game will be balanced and improved continuously. Three of callings are already playable and two more in development. You can expect the continuous addition of artifacts and callings.




Almost anything you see on the screen is interactive more than in most other games. You can break it, or it wants to break you. Explosions make huge craters and break trees, you can break walls with enemies, mushrooms propel you in the air or on another island, tentacles emerge from the floor and hit you, some plants are mines, some are collectible, and of course, monsters are trying to kill you or do other fun stuff with you!
Your old world was full of misery and injustice, but suddenly strange portals started to appear in cities. You decided there is nothing to lose and stepped in. You found yourself in the lush and magical world of Elteria, filled with peculiar creatures and flying islands! After you finished staring on the massive planet in the sky, the green piglets and another floating island, you notice the large blue crystal, hanging in the air. You came to it, and suddenly, a mysterious projection of a woman appeared and started talking to you! She wants to help you. You don't know her motivation, but she seems very friendly. You have so many questions about this world...
We have also created a backstory of the Elteria World itself, called Elteria Cataclysm. In the game, the narrative will continue to evolve, being mysterious and thought-through.
Elteria once was a beautiful world inhabited by all kinds of people. It was a place similar to Victorian London – bubbling with life and constantly evolving. But everything changed with the discovery of new properties of the very fabric of reality. Civilized world was swept away by Magic Rush – every scholar dived into the new branch of science trying to make a breakthrough.
According to her theory, such object combined with a sophisticated system of gem drainage would allow opening a stable rift between worlds, giving pretty much an unlimited amount of energy. She wanted to create a utopia and to achieve this goal a research group was put together. Thus began the “Magical World” project.Read the full version

Your main building tool is blueprints. The voxels are very small and placing each individually would be too slow, but with blueprints, you can instantly create some forms. Yes, you CAN use them in battle! Some BPs are basic forms; some are complex and rare ones even have aura effects on them. I.e., a wall which slows enemies around it. You still need materials to place BP. The material will define structure durability. You can find BPs anywhere in the world, and once you found one, it's yours.
To make full use of voxel world, we are considering adding a separate world with creative mode and no monsters, for players to express themselves fully. We are not yet sure and will evaluate the feedback later.

The visual appearance and style consistency of the game is crucial for us. You already can see day and night cycle, voxel lighting and you can expect continuous polishing of visual style.
We have written an entire gamepedia wiki about Elteria Adventures! If you are interested in detailed information about the game, check it out!
Problems and solutions with building gameplay
1. When trying to lay down a continuous series of blocks, you inadvertently run into the issue of not being able to place a block unless theres something to place it on.
Youre then forced fidget with the camera to resolve the roadblock. Fortnite handles this problem with an enormous grid and automatically adjusting object positioning.
But Elteria isnt Fortnite, and instead of enormous objects, weve got voxels, which on one hand grant higher levels of construction control but on the other, well, cause problems like this.
2. Elteria has no first-person view, which further complicates things when building anything and trying to position blocks just right.
3. Removing blocks is another problem -- not an enormous one, but still frustrating.
The overall goal is to make construction comfortable while avoiding game design contradictions, such as muscling in on digging territory occupied by the Dig ability, which is used to dig into the ground and various natural voxels.
We immediately decided that construction during combat was not the way to go, so were focusing on out-of-combat construction, allowing players to build houses, huts, fortresses, and various mechanisms, whether on their own or with and for their guilds.
Heres how it works. Once the player enters Build Mode, he or she summons a wisp that flies out into the game world, with the players camera attached to it in the first-person mode.
This allows for faster and more comfortable construction efforts, giving the player the ability to more effectively position and view blocks from various angles.
One thing we did borrow from Minecraft and similar building games is the Block Palette, which allows the player to place voxels, seeds, and blueprints in the game world.
While controlling the wisp, the Block Palette substitutes the player characters other abilities.
Meanwhile, removing blocks is going to cost energy and have a minor cast time, giving the Dig ability a distinct advantage when applicable.
All in all, these design decisions should smooth out the building experience and even provide the foundation upon which we should be able to implement auto-aligning blueprint use and other additional quality of life improvements in the future.
Thats all for now, but well let you know as soon as new construction capabilities are ready to test out (hopefully within the next month or so), by which point the crafting system should also be ready to go in its initial state.
Cheers!

For a long while now our game designer has been racking her brain trying to come up with a new, comfier way of building things in a 3D game world.
Now that weve figured it out (more or less), we figured wed jot down a list of core problems and solutions for them, along with what we detest about the way Minecraft did construction.
The Problems
1. When trying to lay down a continuous series of blocks, you inadvertently run into the issue of not being able to place a block unless theres something to place it on.
Youre then forced fidget with the camera to resolve the roadblock. Fortnite handles this problem with an enormous grid and automatically adjusting object positioning.
But Elteria isnt Fortnite, and instead of enormous objects, weve got voxels, which on one hand grant higher levels of construction control but on the other, well, cause problems like this.
2. Elteria has no first-person view, which further complicates things when building anything and trying to position blocks just right.
3. Removing blocks is another problem -- not an enormous one, but still frustrating.
The overall goal is to make construction comfortable while avoiding game design contradictions, such as muscling in on digging territory occupied by the Dig ability, which is used to dig into the ground and various natural voxels.
The Solution
We immediately decided that construction during combat was not the way to go, so were focusing on out-of-combat construction, allowing players to build houses, huts, fortresses, and various mechanisms, whether on their own or with and for their guilds.
Heres how it works. Once the player enters Build Mode, he or she summons a wisp that flies out into the game world, with the players camera attached to it in the first-person mode.
This allows for faster and more comfortable construction efforts, giving the player the ability to more effectively position and view blocks from various angles.
One thing we did borrow from Minecraft and similar building games is the Block Palette, which allows the player to place voxels, seeds, and blueprints in the game world.
While controlling the wisp, the Block Palette substitutes the player characters other abilities.
Meanwhile, removing blocks is going to cost energy and have a minor cast time, giving the Dig ability a distinct advantage when applicable.
All in all, these design decisions should smooth out the building experience and even provide the foundation upon which we should be able to implement auto-aligning blueprint use and other additional quality of life improvements in the future.
Thats all for now, but well let you know as soon as new construction capabilities are ready to test out (hopefully within the next month or so), by which point the crafting system should also be ready to go in its initial state.
Cheers!



[ 2018-12-16 14:18:31 CET ] [Original Post]
Minimum Setup
- OS: Ubuntu 14.04 LTS
- Processor: Dual Core 3GhzMemory: 6 GB RAM
- Memory: 6 GB RAM
- Graphics: 2GB Video Memory. OpenGL 3.2+ supportNetwork: Broadband Internet connection
- Storage: 4 GB available space
Recommended Setup
- OS: Ubuntu 14.04 LTS
- Processor: Quad Core 3GhzMemory: 8 GB RAM
- Graphics: Nvidia GTX 950 / AMD RX 460Network: Broadband Internet connection
- Storage: 4 GB available space
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