Hello Unity developers. My name is Joel, and this is the thread for my RPG project (currently without a name). I’ll be updating this thread weekly with progress info, screenshots, and demos of my work so far. Right now I’m focusing on laying down the core gameplay mechanics and getting them ready to be built upon and expanded, so there’s no real art to speak of, only placeholders.
I only have a few ideas I’m certain will go into the game, e.g. character development (upgrading stats, gaining abilities, etc.), item stores (town shops, blacksmiths, etc.), hidden items (maybe randomly selected “rare” items for hidden chests), and boss battles. All items above are definite game-play mechanics I’m certain I can implement in the game, and more might be added if I feel like the project is progressing well.
Update 1: 3rd person camera added, 1st/3rd person camera can be toggled in-game.
Update 2 (07/24/2013): New inventory system and equipment system allowing the player to equip items in inventory, sort inventory, and add items to a junk filter to minimize clutter.
Here are the latest screenshots of the equipment mechanic and the inventory menu:
When in 3rd person camera, hold down right-click to freeze camera so character can rotate around to let you see equipment.
“I” toggles inventory.
In menu, click the item action you want to use in the top right and click the item you want to use it on in the menu. Click the item filters to filter items by type.
Enjoy the small demo, and feel free to give me feedback on the inventory system so far. All feedback is useful!
A hack 'n slash in first person ? Ok, you got my attention.
Can you share more ideas ? like for example, what would make it stand out from other hack 'n slash games? What features will guarantee to keep the interest of the player as gaming hour will start to add?
I definitely want to add a third person view to the game that can be toggled by the player (think Skyrim and Fallout 3’s camera); I know a lot of people prefer 3rd person over 1st person. I think that’ll be the next idea I’ll try out.
As far as unique game-play, since this is my first committed project, I’m going to keep it simple. My ultimate goal is to finish the game, and keep it manageable. Since the main element of the game will be combat, my core focus will be making the combat as fluid and reactive as possible. I want to test the player’s reaction times, and get the player to build up their skill so they feel like they are improving as they progress.
I also want to create some entertaining game-play for when the player is not fighting, e.g. mini-games to help increase the player’s skills, improve equipment, barter with shopkeepers, etc. I’m going to put as much effort into making these side elements as fun as possible so the player is always entertained and challenged, and there is as little down-time as possible. I love mini-games as part of a larger game, like the jobs in Fable 3. Ultimately though, these game-play elements will be second priority to combat.
As for story, I haven’t put much thought into it just yet. It’s going to be a simple story, but enough to keep the player looking forward to progressing through it to find out what happens in the end. I’m trying not to get too ambitious with this project, but I want to give it as much life as possible.
Hopefully this answers your question to some extent. As this is just the prototype, I’m still fleshing out ideas for the finished game. I’m currently writing up the GDD for it, so soon I’ll be able to give a more concrete description of what the game will have to offer. Like I said though, my ultimate goal with this project is to finish it, so some game-play elements might get cut from the final project.
just downloaded the windows demo and the data folder is missing in the archive… i get this error “There should be ‘Prototype Build Windows_Data’
folder next to the executable”
My Current Battle Field Chopper Project with demos Helo
wow, i like the camera motion in the beginning, the sound is great. the ai works well too. will there be any other melee attacks? cant wait to see this game with better models( i know its a prototype), now lemme get back to finding my way to victory. keep up this work. im following this defo
ps: i like that RIP grave thingy after they die. nice
@theAfrican: I did the intro to teach myself how to do animations in Unity. I should have waited until I was done with everything else though because now I have to sit there and watch it every time I test the game lol. The AI, as simple as it is at this point, was a huge challenge for me, so I’m glad you like it.
As for the melee attack, it’s just a placeholder to test combat with the navigation system, combat will be the core mechanic of the game so I’m planning on doing a lot with it. There will be melee, ranged, and magic attacks, all of which will have special attacks that you can get through perks.
Let me know if you think it’s too difficult, I tried to balance the stats to give the player a chance, but the AI tends to gang up on you.
The tombstones were done on a whim, I thought the death animation was kinda boring so I threw them in there. Glad you like .
to be honest, the ai keeps ganging on me, even when im trying to evade. you should make them a bit more stupid for the beginning level. something i do a lot when coding ai is if (Random.Range(0,100)%2==1) then can attack. or seek else patrol. that way they do random actions. also, i do keep a tab of distance of ai from player and make closest enemies most probably attack while the far ones patrol. waiting for your next update
Right now there’s no distance set for how far they can see you, and you don’t even have to be in front of them, so if there’s line of sight between the ai and the player then the ai will come after you, even if it’s halfway across the map. This will be changed for the final version of the game to allow for atleast some stealth, but the goal with the ai is to force the player to think about where to move instead of charging in all at once and getting overwhelmed (If you’ve ever played Demon/Dark Souls, it’s inspired that kind of gameplay).
Yeah I’m thinking that’s probably the case lol. I might try and learn some modeling and art myself if I have the time (unlikely), but I think it’s good to get the idea out there so anyone who may be interested in the project has a chance to express their interest and be a part of it. Thanks for the feedback!
Weekly update posted with new screenshots and demos. Also, webplayer has been added (since this is a small demo) but the standalones are up to date as well. Feel free to leave any feedback you have. Thanks for reading!
Good work so far.
It is interesting how you are managing the camera. It works very nice in my opinion.
Some ideas :
Inventory does not resize for the webplayer. I recommend implementing a resize system for the inventory. Or even better, just through away the Unity GUI
The shield takes a lot of the screen space in 1st person. Especially when going down the stairs. I recommend drawing inspiration from Skyrim to see how is best to position it.
Keep up the good work man. I’m getting excited just thinking at what this game can become.