Kelgar has arisen from a long winter sleep!
We withdrew from the outside world and locked ourselves inside a dark digital bunker to overhaul the world of Kelgar. We ported the game to the new engine, rearranged the world (literally), hired some new members, got a lot of assets made, and got the project back on track.
Sorry for the long period of silence, everyone.
But from now on expect to see more news about Kelgar. Some of our members will be posting development diaries in the news feed; you can peek inside our heads and get a glimpse of the creative process, as well as whats being worked on in Kelgar. We won't give everything away though! We want it to be a surprise when you get the final package at the end of the year.
Expect to see the first dev diary entry tomorrow :)
Aaa, so what's the new engine?
An rewrite of the old one. We got the guy who programmed the engine on board :) and he revised it. Thus making large portions of our code obsolete XD but it'll be worth it.
Not really a rewrite, but there were mayor changes. The script-loading is now hash-based and there are new shaders, real-time lightening.. That means we can have day&night cycles now :)
We use Lamiae, which is a derivate of Platinum Arts Sandbox.
Great work , very excited to see future progress.