Good day to all fans of interesting games! So I feel it's time to upload my creative work, on which I have been working alone for 2 years. I work on the enthusiasm and inspiration of such game masterpieces as: Gothic, TES, The Witcher, Dark Souls. There is a motivation to create a game similar in atmosphere to Gothic and in a combat system like Dark Souls. While the game is ~ 25-30% ready, still cut and cut it. But now it’s already at such a stage that it’s harder to work alone without feedback from people. Therefore, the opinion of everyone here will be for me a very important basis for changes in the future game. Working title: Black castle (possibly to be changed) Game engine: Unreal Engine 4 Genre: Role-playing thriller Setting: Medieval dark fantasy. Black Castle is an RPG set in a medieval dark fantasy setting. In the plot, which will be the looming military conflict between the Lyandrian Empire and the Agni Kingdom on the mainland. The main character is a simple artisan - a tanner named Gideon, who, after an attack on his village, got to an independent organization of mercenaries. This clan of mercenaries fulfills orders from both kings and civilians in different parts of the mainland, enriching their treasury. Joining the ranks of mercenaries, while still in peacetime, the hero has to go through a thorny path to greatness and glory. Will an ordinary mercenary become the leader of his clan? Which side of the conflict to choose in the coming war? The game will have one large location with a castle in which the main character and his clan of mercenaries are located, as well as in terms of more than ten other locations in which you will need to perform storyline and additional tasks: - Protection of the village from the attacking creatures and bandits; - Exploration of dungeons and caves, search for relics and artifacts (armor, weapons, necessary equipment) - Reconnaissance / sabotage / assassination / theft of securities at enemy outposts - investigation of mysterious murders - Battle with bosses. Working game mechanics: - Character movement (run / walk / sprint / squat / jump) - Close combat system with targeting (light / heavy attack, blocking blows, finishing moves, rolls, somersaults) - Long-range combat (bow / crossbow already with working ballistics of an arrow and a bolt (maybe I'll add a powder gun), magic (fireballs, meteorites, ice, healing). - Inventory system (picking up an item, a merchant's shop, chests, putting on clothes and weapons on the body) - The system of crafting items (crafting equipment, bottles of health / mana) - Quest system (kill enemy, find item, explore area, talk to NPC, quest diary) - Interaction with the environment (using stairs, moving heavy barricades blocking the character's path, destroying boxes, climbing ledges) Each of the mechanics described above is in the process of being finalized. Planned mechanics: - Dialogue system - Swimming in the pond - AI system of NPCs living in cities (each NPC in settlements lived its own life). - Combat telekinesis system. Now I can show in the video a demonstration of the available mechanics and several locations: Link here <<<
Ah, looks like I have a brother from Russia here. Though I am an American Russian. Or perhaps you're from Ukraine? Anyways, it looks like a good game, despite the fact that I dislike all of the games that inspired it (excepting The Elder Scrolls). You're obviously a talented creator. I would play this game. More people would be interested in your project if it had an English translation.
Thank you for your answer. Yes, I'm from Ukraine. Now, step by step, I am assembling a small team to help on this project. Every day we come up with new content for the game. And 100% decided that we would quickly translate into English with high quality.
Mostly the quests will be similar to those in the Gothic game. Find, talk, scout, kill, bring, investigate, solve a puzzle and more. Basically, I don't want to add an arrow with a direction that tells where the player needs to run to complete the quest. The player will need to open the journal, read the description of the quest thoughtfully and look for its solution himself.
I'm glad to hear that there won't be one of those stupid arrows, that are quite silly to be honest. It's like how in a first-person shooter: half of the game is aiming the gun, and the other half is pressing fire, and yet game studios have the audacity to make "aim-assist" -- essentially ruining the core mechanics of the game by making it automatic as opposed to it being in the hands of the player; so, the same can be said for an arrow which tells you where to go, as opposed to figuring it out yourself. So, I will end this rant by saying that I'm glad as to the way you're making your game.