Naroth - 3D open world RPG

I used stuff from http://opengameart.org/ (those with a fitting license only), from https://www.freesound.org/, from https://incompetech.com/ as well as other free stuff that was either free to use by license or I asked for permission. I bought quite a few assets on http://www.turbosquid.com/ as well as on http://graphicriver.net/ and on http://3docean.net/.

…and some models and textures were made by people from the jPCT community.

Game looks great, but for me I find it hard to read the text. I’m using it on my android phone. Is there a way to make the font larger?

No, there isn’t. Which device do you have? I tested it on a 4" device and found it readable.

Edit: Which text do you mean in particular? Dialogs, quest descriptions, GUI elements…?

I have a nexus 4.

The question as to which text, I mean all text. I find the text in general hard to read

I’ve developed it on a Nexus 4 for the most part. I found it perfectly readable on that device…hmm… ??? It might be possible to increase the font size for dialogs and such on demand, but not for the GUI as it would make the whole layout explode…

“20 years ago…your father left…and never returned”
Lol what a hook. It’s like a f**k you to the face > play this game.

It’s actually 20 years, but anyway… ;D

I feel like the animations for the player are too choppy. Obviously that was the least strongest suit.

Please make them better for the player.

Cool game, would try.

I don’t know what you mean? How can you judge the player’s animation, if you haven’t tried the game? Apart from that, it’s a first person view. There is no player model, so how can it have choppy animations… ???

The sword slashes.

The sword slashes are calculated based on some sin/cos formulas…no idea what’s wrong with them or what you mean by choppy in that context…

Hi, I have managed to work around the font issue I had (I made the screen brighter), I am liking the game so far. In terms of the leveling, what experience do you need to get to different levels? Do the mobs level with you or do different area’s have different level mobs? (I’ve explored a few places)

Experience points needed for the levels are (starting with level 2):


300, 600, 1000,
2500, 3700, 5000, 
6500, 8000, 10000, 
12000, 14000, 16500, 
19000, 22000, 25000, 
28000, 32000, 36000, 
40000, 45000, 50000, 
55000, 62000, 69000, 
76000, 82500, 89500, 
96000, 105000, 115000

The enemies don’t level with you. At the beginning, you should be able to beat urapis (these spider like beings), snakes and maybe a single goblin, if you are lucky.
Everything else will wipe the floor with you.

In Vangard I have each level cost a constant 50 points. But experience rewards are reduced by level, so killing a goblin might be worth 7XP at level 1 but worth 1XP at level 7.

Naroth updated on my phone! Nice

That’s the approach that The Witcher 3 takes as well. The end result is basically the same. However, I prefer ‘my’ system, because it feels less punishing to the player. If you decrease the earned experience with each level, the player (or at least I and some others that I talked to) feels directly punished for leveling up. If you just increase the XP needed for each higher level and leave the XP of the enemies untouched, this is not the case so much.
Of course, the end result is the same…it’s just about how it feels…

At the same time it is realistic. Only in the stance of - you level up stabbing goblins isn’t as rewarding anymore because you learn them. Which brings my interest to levels being determined based on how much of each type of monster you have killed and the things you do.

Neither of these approaches is actually “realistic”. They are both just gameplay mechanics. There is no such thing as a “level” or a “skill tree” in real life. Linear levels and diminishing XP for kills and quests are a way to balance huge open world games like The Witcher 3, because it prevents the player from grinding. On the other hand, it makes balancing more difficult. In Naroth, I can almost exactly determine, how much XP the player can earn in the game in total, so that I could tweak it towards a “final” level (which is 30 btw.) and it doesn’t matter in which order he levels up, finishes which quest or kills which monster. The end result will be the same. With diminishing XP, this is not so easy. Another approach to deal with this is to make the enemies level up with you (Oblivion, Skyrim to a degree), but I don’t like that too much.

EgonOlsen is correct, I use the diminishing XP approach because most of my players are AIs, and they are REALLY good at grinding - hunan players wouldn’t stand a chance. So I have an experience system that caps levelling based on the routine activities of a profession. For example I know upfront a woodcutter cannot advance beyond level 5 without changing careers…

The game now works on devices with a turkish locale as well. Remember: The turks have two i, one dotted, one not. And if you convert an I to lower case on a turkish locale, you end up with a lowercase i without the dot, which might not be a good idea if you try to load a file of that name… ;D