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Epic Adventure v3.0 Released

12d
#1
Today I am releasing the total rewrite of Epic Adventure to all available platforms. Under the hood, Epic Adventure v3.0 is basically an entire different game. What I did was write a new game engine from scratch, designed to go hand in hand with Pixel Paint based graphics (the way My Colony 2 was designed around Voxel Paint), and then I remade Epic Adventure using the new engine. This is just the first step in an "epic" new chapter for Epic Adventure though, so let's get into it!


Putting the actual Epic Adventure game aside for just a second, my ultimate goal with this new engine (called simply the "Adventure Engine") was to create an easy to develop for pixel art based engine that can be primarily be used for both scripted and procedurally generated RPG type games. I designed it to be generic enough to where multiple types of games can be created on it. For instance, I plan to use it also for my next generation of Roguelike games (ie Gone Rogue/Hell and Back), and I also want to do a scripted RPG taking place in the My Colony Universe where you have a ship and travel to different worlds throughout the story (I am thinking of calling that Colony Quest or something similar, sort of like a 2d pixel art Starfield type game in the MC Universe).

All that is for another day though, today I want to talk about the changes to Epic Adventure in this new release, and what is coming soon to the game in the months ahead.

First for the bad news. Because the game is a complete rewrite, all existing save games are gone. Sadly there was no way around this, as the old game format is not even relevant anymore to the new engine. It had to be done though in order to move the game forward, and I think most people will agree that it was worth it as the game now progresses.


Epic Adventure is now the first game to utilize the new Tiny Pixel Token class of token character from the My Tokens app, which has been around for a while now but is now finally getting some utilization.

Game controls have been altered a bit from the previous releases, but I think most players should be able to adapt fairly quickly. On mobile, the game now utilizes two virtual thumbsticks for movement, with the left stick controlling player movement and the right controlling focus direction. The game now has full gamepad support as well. On a desktop device, the controls are a little more similar to how they used to be, except for now you can move your character with keyboard input, using either WASD keys, the regular arrow keys, or the num pad.

The game now has support for chests, allowing you to store a lot more inventory than you could before. The engine also supports finding hidden chests out in the environment that can contain loot, even things you can't craft yourself, but you will not find any until the next update (since I don't have any biomes programmed in that contain them yet).

Epic Adventure now also included enemies! Yes the game did have chickens before (and still does), but they did not really attack you or fight back. Now when you adventure into the caves, you will come across evil spiders who will attack you on sight. The spiders aren't all that powerful, but don't get too complacent because in the coming updates, there will be a lot more than just spiders to contend with...

The long requested feature of Water has arrived in this release, but stay tuned because it is going to be expanded on more later...

For this initial release of the new engine, my primary goal was to code in all of the features needed to bring in every item/terrain/biome/mechanic found in the original Epic Adventure game so that nothing was missing in the update, and I do think that I was able to get there (let me know if I forgot something). The next step though is to start going far beyond what was ever available in the original game, which I am going to talk about in just a moment here.

First though, one think I want to point out is that I forgot to implement the inventory filtering mechanic in this update. You will be able to see in the inventory window what you will eventually be able to do, I just do not have it working yet (but will soon).


The great thing about the new Epic Adventure engine is how easy it is to create content for, both in terms of code and graphics. Because of this, the game is going to now be expanding fairly rapidly, and of course I will always take player feedback and suggestions into account as I build out the game. I do have some of my own ideas though, so this is what I plan on adding to Epic Adventure in the next few releases:

Dungeons
This is probably the next thing on the list, because I have always wanted to have dungeons available to explore in Epic Adventure. These will of course be randomly generated by the game, so that no two dungeons are ever the same, and you will be able to find both loot and monsters in the dungeons that are not available anywhere else. Dungeons will also have the possibility of spawning a nice boss fight for you on the bottom floor.

Towns/NPCs
Along with Dungeons, a good adventure game needs to have towns, good save areas you can travel to in order to rest, pawn off your loot, and get quests. I will talk more about towns and NPCs later, but I will say that I am working on a system of "factions" where different NPCs are part of different factions, and how much they like you will be impacted by that. You will also be able to join different factions, which will impact how your game progresses. I am thinking along the lines of the guilds and whatnot in the Elder Scrolls games.

Travel/Mounts/Boats
There needs to be a way to get around faster in the game, especially as you need to start questing between towns. I am thinking of several mechanics to handle this. First, I think each town will have a sort of fast travel agency, where you can pay gold (which means gold is also on the way) to travel from town to town. I also want to add the ability to ride horses, or to build a boat so that I can introduce full ocean biomes that you can sail across.

Armor, Magic, Projectiles
To help players on their adventures, we are going to need to have better weapons, armor to wear, projectiles to shoot, and magic spells. I plan on adding all of that and more...

Massive Content Expansion
With every update from here on, there will be new content, biomes, items, terrains, mobs, etc. I am probably also going to start introducing some items that require Premium in order to craft, since the game is free with no ads in it, I do need to find some way to make a bit of money on it. But for real, the game is so easy to code content for, you can expect a lot to be coming very soon.


At the end of the day, this is a new beginning for Epic Adventure, and I think the game will now finally be able to reach a potential that it was not able to attain before. Since the engine is still in it's infancy, please let me know what bugs and issues you find, and how I can improve the interface and controls. Also let me know what new content you want to see added, as it will be coming on a fairly regular basis now.

Thank you to those who have played the game in it's original form though, and I am so sorry for nuking all of your save games. But I promise that I will make the game worth the changes in the weeks and months ahead!

https://epicadventure.ape-apps.com/

#epicadventure #pixelpaint #mytokens
Owner of Ape Apps, LLC
12d
#2
fascinating
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Epic Adventure
Welcome
Ape Apps, LLC is an independent software development company founded in 2010 by Brandon Stecklein. Over the years, Ape Apps has published over 400 apps and games across various platforms. You can get in touch with Brandon on Twitter or by leaving a post on his wall @bastecklein
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