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Wink Still active
Posted by: Chi - 06-28-2019, 01:01 PM - Forum: Announcements - No Replies

This project is continuously still being worked on, there is a lot going on in my life right now but I assure you that I am actively working on the project as I can, when I can.

I have decided to deviate from Unity which some of you know, Maiku excellently provided a working prototype, it actually worked kind of well and was cross-platform portable to phones. However as much as I liked the Unity prototype, I felt that we had different ideas about how we wanted to proceed with the game so I've returned to my own game engine, which I am still writing and showing nice progress on.
Beyond that, I'm glad to announce that this game engine will also be cross-platform portable to phones!

Just wanted to updated you all.


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  A lot of RPG elements
Posted by: Errors - 03-14-2019, 06:11 AM - Forum: Wishlist - Replies (2)

I would personally like to see a lot of RPG type things if possible. I know you all said you were going to go with an EO type game but better features and improvements and such. There are some things I would like to see in any game.

- Random Loot Stats (Exp. Diablo style)
- Procedurally Generated Dungeons
- Item Levels (Exp. Wooden Sword Lv.1 gains exp through some source to Lv.2)
- Dynamic Maps/Worlds
- Dungeons
- Level Scaling (Monster Difficulty or Map/Zone Difficulty)
- Lots of quest
- Wide range of Skills and Passive abilities
- Achivement System
- Player Driven Market System
- Optional Grinding for Collectibles (Trophies from Bosses or completing difficult tasks)
- Balanced crafting system ( a system where you don't have to go farming crazy but, if you want to you can do that to further increase your crafts)
- Player Jobs/ non-combat classes (Exp. Farming, Fishing, crafter, miner, etc)
- Wide range of combat classes that can be changed across a single character
- Adding onto the one above, interchangeable skills and passives across other classes. (With balance of course.)

I will add more when I remember lol

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Posted by: LordPenguin - 03-09-2019, 08:49 PM - Forum: Introductions - Replies (3)

I'm Lordpenguin and the artstyle and other features that i've seen so far are very interesting Smile

Excited to see more!

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Posted by: BTD - 03-09-2019, 09:58 AM - Forum: Lounge - Replies (3)

I thought it might be cool to have the first post in the lounge to be a picture of my cat.

[Image: Fa7gvas.jpg]


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  Testing question
Posted by: Errors - 03-09-2019, 12:57 AM - Forum: Test server - Replies (3)

Will guys do a closed or open test phase? 

Also how far along are you guys at to do any testing at all?

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Posted by: Heynong - 03-01-2019, 08:30 PM - Forum: Wishlist - Replies (4)

I wanted to include my thoughts on a distant feature that is important to me. Obviously, there is a lot of work to be done before even considering the feature at all, but just for the purposes of brainstorming, here are my thoughts. 


Most enemies, with the exception of bosses, and enemies that have irregular skills or strength, have a very small chance to drop an "egg" item. The egg item dropped, which might appear in a player's inventory as "Blob Egg", can be consumed by any player that is level X, where X is the level of the Blob enemy. 

Once the consumable item, "____ Egg" has been used, the player's list of available pets is updated to include said monster. A pet can't be unlocked twice. If a player has already unlocked the blob pet on their character, they will be unable to use a blob egg. This encourages a player run "pet market".

Once a pet is available, it may be summoned with the summon pet skill. A pet is, by default, level 0, but may accumulate experience and level up until level 100. A level 0 pet has 50% the strength of it's associated wild monster, but a level 100 pet has 150% strength of said monster. Pets retain all skills and behavior that their enemy components have. This system ensures that a pet's strength is flexible, but with limits. So some pets are certainly better than others, and there is a clear choice as to which pet is strongest in each scenario, but given the rarity of pet eggs, some leniance is given, allowing pets to reach 150% strength. It would be quite an accomplishment for a pet to be level 100, no matter.

Other than the summon pet skill, which will either summon or unsummon your active pet, there is also the "command pet" skill. If used on a tile/cell that has items in it, the pet will pick up the items for you. If used on a tile/cell that contains an enemy, the pet will attack the enemy. The "speak" skill allows a player to speak through their pet. Using this skill will prompt the player for a short text message, and after submitted, the message will appear in a chat bubble above their pet, and the message will display in the chat log. Using the command pet skill on an empty tile/cell simply commands your pet to move to the tile/cell.

The summon pet skill has a 3 minute cooldown. A summoned pet will follow its master, and fight any enemy which is aggro toward its master, until killed or unsummoned. Pets only gain EXP if they contribute to an enemy being killed. Only one pet may be active or summoned at a time.

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Exclamation Guidelines
Posted by: Chi - 02-28-2019, 10:25 AM - Forum: Support - No Replies

Are you in dire need of support? Well, you can post on this board for the quickest way of receiving help.
However, there are a few posting guidelines you must follow.

Nothing fancy, so it shouldn't be a problem to use the following format!

In-game username:
Describe your issue:
Is your issue consistent? (yes/no):

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Exclamation Notice
Posted by: Chi - 02-28-2019, 10:19 AM - Forum: Wishlist - No Replies

Welcome to the Wishlist board, here you can request features that you want to see in the game.
For now, I know that the game has not been released yet and is no where ready to be released. However, we are still accepting requests of features that you wish to see implemented in the game.
Note that this board is only for feature requests, such as new functions to the game or new items, ideas, concepts, etc.

As always, forum rules apply on this board, so post with respect to the community.

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  AL artwork, mocks, teasers
Posted by: Heynong - 02-27-2019, 11:18 PM - Forum: Graphics - Replies (24)

A thread for sharing official AL artwork, generally in the form of mocks. Click on the attachment to view.

an animation showing layered equipment. the sets used are the academy uniforms. 

showing weapon swoosh effect (3 quick frames w/ soft-light blending mode)
was also experimenting with doing a 1 pixel shift on the hat when he swings
this is using the "rare" academy uniform with the cap'n cap.

an example scene (cropped) showing a player using a firebolt skill

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Posted by: Chi - 02-27-2019, 09:04 AM - Forum: Announcements - No Replies

The website and forums are now up for public  Cool  though actively being worked on to improve upon, there is still much to come.
Announcements regarding development of the game will be posted as they are made.

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