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MULTIPLAYER
We've always wanted to experience this style of RPG with a few friends. With that in mind, Isles of Adalar will support up to four player co-op on release. However, we know multiplayer isn't for everyone so we will manually scale the difficulty of every encounter to keep the integrity of the single player game design.

MOD SUPPORT
Our vision is for Isles of Adalar to become known over time as a nearly endless RPG experience rich with narrative driven content. With this in mind we've designed our game to support mods and user generated content from the very beginning. Everything that exists in game is created using the same level editor that ships inside the game, so the modders have access to all the tools we use ourselves to create campaigns.
Just shipping tools for modding is not enough to realize our vision. We are going to be actively working to build up a creative community around our game. This starts with making tools as user friendly and efficient to use as possible so that small teams of only a handful of people can make large scale campaigns. But in addition to the tools we will also be giving players extra content that is not used in the base game so that their campaigns can feel unique. This will range from environmental biomes, to different styles of architecture and even new enemies.
ROLE PLAYING AND REPLAYABILITY
Choice and consequence is at the core of our dialogue system. We use a hybrid (mostly) text based system that features non specific voice lines for NPCs. This allows us to have in depth dialogue with the characters in the world but also gives the player necessary feedback to reflect the NPC's general attitude and response to the player. For example, you may try to intimidate a bandit and if you fail the speech check you may get a voiced response saying something like "I won't stand for this!" but the text can be more in depth and context specific.
Instead of using a speech skill to determine dialogue choices and persuasion success, the player can assign multiple personality traits to their character and these traits will give unique responses. The success or failure of a persuasion attempt is determined by both the player character's level and if a specific type of persuasion logically makes sense in the context of the situation.
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2020년 10월 23일 오전 08시에 출시된 롤플레잉 게임. 출시 할인도 없고 정가 20500원에 구매했다. 스타크래프트에서 유즈맵 세팅처럼 창작마당에서 유저들이 만든 시나리오를 받아서 해볼수 있기 때문에 재미있을 것 같았는데....... 하지만...... 버그가 많아서 완전실망했다ㅠㅠ 초반부터 버그도 많고 부족한게 너무많다. 기대를 많이했지만 뭔가 너무 엉성하다. 환불하고 나중에 추후 개발과정에따라 다시 구매를 해보는게 낳을듯 논타겟팅 사냥시스템이라 사냥 스타일은 괜찮은것 같지만 나머지 수많은 버그들때문에 제대로 할수가없다. 퀘스트 진행도안되고 클릭버그도 있으며 AI 캐릭에 갇혀서 못나오고 점프도 제자리 점프가아닌 앞쪽으로 뛰면서 점프하다보니 안좋다. ===== 추천, 장점 (recommend advantage) ===== 1. 유저들이 직접 제작하고 나만의 미션을 만들고 같이 할수있는 에디트 툴 2. 논타겟팅 사냥시스템 ===== 비추천, 단점 (do not recommend disadvantage) ===== 1. 지형버그및 엄청많은 버그들(클릭이안되고 진행도안됨) 2. 맵에디트툴 이 아닌 인게임에서 캐릭터가 직접 크래프팅요소 제작및 건설이 없다는 점 3. 컴퓨터 Ai 때문에 좁은빌딩에 같혀서 나갈수도없는 문제. (영상 28분 대) 4. 인벤토리 드레그 기능도 없음.. 가지고있는 아이템을 바닥에 버리거나 정보들을 보기 힘들다. 5. 지도 맵에 웨이포인트 추가가 안되는 불편함. [url=https://youtu.be/hwRP87nVO8M]https://youtu.be/hwRP87nVO8M[/url]