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The Kristala Dev Blog - Issue #27

Astral Clock Tower Studios

Welcome back to ACS headquarters for another rousing installment of the Kristala game dev blog. Here you'll get an inside look at the detailed development work done for 3D dark fantasy ARPG Kristala, the inaugural title from the team behind Astral Clocktower Studios—a female-lead indie studio based in Central PA, USA. 3D Asset Design.

Dev 52
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The Kristala Dev Blog - Issue #21

Astral Clock Tower Studios

Hello, dearest of friends and finest of high-fantasy enthusiasts! Welcome back to the newest issue of the Kristala Dev Blog, a monthly compilation chronicling all the magic and mystery the Astral Clocktower Studios dev team puts into indie ARPG Kristala every development sprint. We can't wait to see what else he has in store.

Dev 52
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The Kristala Dev Blog - Issue #28

Astral Clock Tower Studios

Hello, faithful feline-lovin' friends and fantasy aficionados! Welcome back to another magically entrancing issue of the Kristala dev blog. Stay tuned to the Kristala dev blog—and to all our socials—to learn how you can get exclusive, behind-the-scenes access into Harold's entire, step-by-step process. Concept Art.

Dev 52
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The Kristala Dev Blog - Issue #29

Astral Clock Tower Studios

Welcome back to another exciting issue of the ever-enchanting Kristala dev blog! Although this is typically the only place where you can get a monthly peek into all the development that goes into Kristala—a 3D dark fantasy ARPG from female-lead Astral Clocktower Studios—things will soon be changing. Let's dive in. Concept Art.

Dev 52
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The Kristala Dev Blog - Issue #20

Astral Clock Tower Studios

Hello, and welcome back to another issue of the Kristala game dev blog! The event kicks off August 10th and runs through the 16th (that's an entire week of bashin' on baddies and getting immersed in the fantasy world of Ailur). But first, let's dive into what the dev team has been up to over the course of the last sprint.

Dev 52
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Sandbox vs themepark

Raph Koster

It was like resetting a little stage-play; the NPC actors hit their marks and reappeared at their start location. We used the term actively on MUD-Dev back in the day, making the distinction between simulation and “stagecraft.” It famously only added any crafting because the dev team saw it in UO during beta. So is FFXIV.

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