Imperium Offical W.I.P(Open world sandbox RPG)

Imperium

Public Imperium Benchmark Now Available!

See the world of Imperium for the first time, in REAL TIME and test your machines performance and post your results here! Just state, your average FPS, and what graphics settings you had on.

Windows 64 Download link: https://dl.dropboxusercontent.com/u/65183439/Imperium%20Benchmark(Alpha).zip

Mac Download link(Coming soon)

Imperium Benchmark Video

Official Trailer

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About Brilliant Games And Myself

Hey everyone, welcome to the official W.I.P page for Imperium. Before I talk about the game, let me introduce myself and give a little history. My name is Robert Weaver, and I run Brilliant Game Studios. I also run a recording studio called Brilliant Red Studios. For years I have been developing and selling assets on the asset store. What you probably don’t know, is that these assets aren’t just for selling on the store, they have been the tools and ground work in preparation for this game and others like it in the future. So you can say this game has been in the works for near 2 years now. Well I am finally ready to dive straight into a project that was originally too big for one man.

The World Of Imperium

Imperium is an open world, first person, sandbox, single player, RPG. I started creating the world of Imperium in the fall. When I finished the basic terrain it was put on hold for a few months due to other projects and releases. I have not tried to measure the exact size of the world but its around 3-4 kilometers across. The alpha version that will be publicly available soon, but will only give the players access to about one quarter of the world, but I assure you this will still provide hours of gameplay. However, this game is still in the early alpha stages, much about the world and its size will change I’m sure.

The Story Of Imperium

The story of Imperium is fairly minimal. At the beginging of the game your entire family is killed right before your eyes because of a family tree debt way down the line. The king held your family responsible for this 100 year old debt and killed them. Through the rest of the game you create your own story. You can either gain power and trust from the king and get close enough to kill him, or you can raise your own army and overrun his kingdom. These choices are up to the player. Many of the quests in the game will be dynamic, as well as events.

The Technology Behind Imperium

Like I mentioned before there are many assets I have built in order for this game to function. Many people in the Unity forums have debated whether or not a large open world game is really possible in Unity. Well I assure you it is! Below I’m going to talk about a some of the systems running Imperium.

Path-Finding
Dynamic Navigation is the pathfinding engine for this game. This is the asset I pride myself in most. The entire world is covered in 9 high definition Navigation Grids that switch according to the player location. I do not wish to toot my own horn on this one, but the entire world of 9 grids(Each grid is 700x700 nodes) only takes about 2 minutes to build, and runs perfectly smooth in the game. If you’re a developer in need of great pathfinding, please just go out and buy this path-finding engine, its hard to convince people of the greatness of my pathfinding, but just believe and go get it. You won’t regret. :slight_smile: Heres a link to the thread if you’re interested. http://forum.unity3d.com/threads/154639-Dynamic-AI-Project-Navigation-Released

AI Behaviour
Advanced Fantasy AI is my oldest package. Yet I still love using it. Its open source, easy and fast to set up, and great smart Fantasy Style AI. Its not for every game, but if you want Fantasy Style AI that works instantly out-of-the-box, then this is it. I will be making modifications to this AI as the game progresses, and may include some of these changes in an update. Heres a link to the thread. http://forum.unity3d.com/threads/125753-Fantasy-AI-2-0-RELEASED

LOD And Dynamic Loading
In order for an open world game to function, you can’t simply place thousands of objects in a scene and expect good performance, this is where Smart LOD and and my dynamic loading systems come in. Smart LOD handles the larger objects in the scene like large rocks, cliffs, and buildings. I have also used Smart LOD to load sections of areas. Smart LOD can instantiate(Load off the hardrive) levels of detail rather than ever level already existing in the scene.
For Smaller detailed objects around the world, I designed a system just for this game. It works the same as the AI spawning system I talk about below, where the prefab used, the position, rotation, and scale of the object are saved, but the game object itself does not exists in the scene until the player is in range. Here is the link for ‘Smart LOD’. http://forum.unity3d.com/threads/148432-Smart-LOD-RELEASED

AI Spawning Editor
The AI spawning system ended up being more complex than I originally anticipated. I created an editor where you can place, edit, change AI, but the AI don’t actually exists outside the players ‘boundaries’ during gamemode. The system remembers all the positions and settings of the AI and instantiates them according to the players position, all the information about each AI is personal and is stored. I have yet to push things further and have AI that explore when the player is not around, randomizing things like this could give events that are completely unpredictable, like having enemies run into eachother and random battles would occur.

The Bounty System
Just like the spawning system, the bounty system ended up being more complex than originally thought, but the basics of it are done for the most part. When i started creating the bounty system, I wanted it to be as ‘real life’ as possible. Lets be serious, its not like this world has a state of the art C.S.I at their disposal. So no bounty will occur if no one sees, and even if someone that isnt a guard sees this, he must physically go to a guard and tell him. THEN, yes now that guards know, but what about the rest of the world? Bounty will not exists outside of the town for at least a few days, so you have time to either clear your name, or kill every guard in that area if you so please. :slight_smile:

Levelling System
This is one of the area’s that is in very early stages. Information on this is coming soon!

Screen Shots

Just another sun rise in the world of Imperium

New day night cycle(Sunset)

Day night cycle(night time)

W.I.P of the main city. Right now it lacks detail, its current purpose is more for background

Official Trailer uploaded.

I would love to hear feedback on progress so far!

Rob.

I really have no criticism, everything looks B-E-A-U-tiful. Very nice.

Looks nice so far. What I’m sure you already know is that you need to improve on the world. I can see a bunch of models being re-used over and over again such as trees and some buildings. Though I’m sure you will eventually improve on that. I do have a few other ideas, such as changing weather patterns (Everybody likes a little rain now and then). Adding more kingdoms to the world so maybe you can become a good friend of one or many kings and convince them to unite and overrule the main king. And find a animator to improve on those animations such as block, fighting, and running. Hope you can use these ideas. KEEP IT GOING! :wink:

Thank you both for the feedback. Yes I already have a ton of content. Its just a matter of rigging everything and actually putting it in the game. For now I am just one person so i can only go so far, but I do hope to make a kickstarter if I get enough following.

If you support this give the video a like and a share!

Will do man. Wish I could help you with the modeling, but I am just a beginner at it, and I’m sure you probably want more experienced people helping you out. Good luck with your game! :slight_smile:

Thank you.

Brilliant work mate, I myself am working on a RPG and I am about 3 months in. I know how annoyingly difficult programming it all is so congratz it looks amazing.

(Not trying to join, I have a team of my own) But have you thought about getting a few more people working on it? Could speed up your production majorly.

Myhi

Looks amazing! Only one thing: When you hit an enemy it doesen’t really look/feel like you are hitting them. If add something that makes visible it would be awesome! You could add a little bit of blood on his chain amor or he begins to get blood on it after some hits, so you know that he is near dying.
Sorry for the bad grammar, im not from an english talking contry.

Hey, thanks for the kind words. Well, the amount of time and money spent on this game, largely depends on on the following and attention the game receives. I need as much exposure as I can get and would appreciate any shares or likes from anyone. Ideally, I would like to get this game to the point where having a kickstarter would make sense, and use the funds to hire some awesome artists and maybe a few other programmers(As well as purchase Unity pro, this is all done on Free).

So if anyone likes what they see so far, I would be very grateful if you were to share/post/like the video trailer. Thanks. :slight_smile:

Thanks for the feedback. Yes this is all in the works. There is a small dust patch when you hit something, but blood will come soon, as well as the characters reaction to getting hit. This game is still in very early stages.

Looking great! With some shadows and more detail this game will look gorgeous! Keep it up, I’m definitely following this one.

Thanks. Though I am using Unity free…

Then start lightmappin! :slight_smile:

Then the normal maps on the terrain will be gone. :frowning: Plus I’m already creating a 24 hour clock… But I may or may not have some genius secrets up my sleeve for shadows. :wink:

Really nice work! If you create a game as fun as the demos in your kits , it will be amazing!

See you

@Brilliant My biggest issue with your game is that it is basically The Elder Scrolls: Oblivion. The warriors, mages and skeletons look like they were all ripped straight from that game and while that might be a point in your favour for quality it is not for originality. I think you need something to separate yourself from the Elder Scroll series, something beyond a different story. Otherwise why would someone play your game over Skyrim or Oblivion who have done it before and better?

Well heres where my opinion differs. How many other first person fantasy RPG’s are there besides Elder Scrolls? In fact very few. The reason I choose first person is because combat is far more intense and personal. If this was 3rd person or top down you probably wouldn’t have related this to those games(Except the thousands of other RPG’s using 3rd person and top down). I suppose other RPG’s with warriors, mages and skeletons is unheard of right? :wink: This goes the same way with all first person shooters being COD, or all female fronted bands being paramore. This game is going to be nothing like those games for the most part. Yes those games set the bar high for a first person RPG, and I never expect to have a game even comparable to theirs, but so does every other game in the AAA world.

Great Work, atmospheric preview and engaging gameplay :slight_smile: Keep it up :stuck_out_tongue: