Making a souls like RPG game on Unity. Is it possible?

Good day to all! I present to you my short Design Document. Reasonable criticism is welcome. The general concept of the game is real-time battles between players in souls like battle machanics but with unique features.

Title of Game: Pagoda - Journey to the Abbyss
Genre: Isometric RPG
What it will look like: sprite graphics like Golden Axe
4 main starter classess: - warrior, mage, hunter, thief
over 20 subclasses, and the system of subclasses (job) as in Final Fantasy Tactics.
Main Interface: 5 scales - life, stamina (stmn), mana, exp.points, status (poisinoed, frost , etc) alignment meter: good----bad

Battle mechanics
Combat mechanics: each attack will spend a certain amount of stmn and mana, there are 4 types of attacks spend stmn and mana:

  1. fast - 10-15% ;
  2. normal - 30-50%
  3. strong attack 60-80%
  4. unique attack for each weapon has its own (performed under certain conditions).
    Here the main difference is “Unique Attacks” is a main feature of the game:
  5. For the Warrior, this is the most powerful attack with a weapon that blows 60% of life, just as the enemy receives strong debuffs and injuries.
    To activate, you will need to fulfill 3 conditions: 1 - the enemy must stand close to 2 - the full stamina bar 3 - win a mini-game - a window pops up in which you need to quickly press a combination of certain buttons that are randomly displayed. If you press the wrong button then negative trigger will happen randomly: the hero stuns for 30 seconds, receives negative buffs for 1 hour, the hero receives injuries for 1 hour.
  6. The Magician is the most powerful class in game as it can make spell that can immediately kill group of enemies and destroys a large area of the map (fire tornado, an ocean of ice arrows, a rift in the ground, etc.). To activate, you will need to fulfill 2 conditions: 1 - a full scale of mana 2 - choose area for landing magic spell (consumes stmn 30-50% and time 10 seconds) 3 - win a mini-game - a window pops up in which you need to quickly solve the task - mathemaitcal and logical equations, guess a riddle, translate a word and so on. Tasks will be random. However, if the riddle is not solved correctly then negative trigger will happen randomly: the hero stuns for 30 seconds, receives negative buffs for 1 hour, the hero dies.
  7. For the Hunter, this is a critical shot that kills immediately or takes down 90% of life, just as the enemy receives huge debuffs and injuries.
    To activate, you will need to fulfill 3 conditions: 1 - It takes 7 seconds to aim, at this time the enemy should not go into cover or close with a shield 2 - full stamina bar 3 - win a mini-game for accuracy - a window pops up in which the target appears and the red ball spins quickly, when it gets to the center, you need to click on the stop and so on 3 times, the tasks are random. If you press the wrong button then negative trigger will happen randomly: the hero stuns for 30 seconds, receives negative buffs for 1 hour, the hero receives injuries for 1 hour.
  8. The Thief has a critical attack that kills immediately or takes 70% of his life, the enemy also receives huge debuffs and injuries.
    To activate, you will need to fulfill 3 conditions: 1 - the enemy must not see the hero 2 - full stamina bar 3 - win a mini skill game - a window pops up in which you need to twist the square with the ball, holes appear accidentally and you need to drive the ball there and so 3 times, assignments are random. If you press the wrong button then negative trigger will happen randomly: the hero stuns for 30 seconds, receives negative buffs for 1 hour, the hero receives injuries for 1 hour.

Setting: dark medieval fantasy. Isometry.
Features:

  1. Enemies are unique, have individual characteristics the same as the main character.
  2. Unique enemy AI - which will imitate the reaction of a person.
  3. Any monster could be tamed, exclude anthropomorphic creatures (people lizards, goblins, gnome, elves, deaths and others), you can negotiate with make them your rival unit for a while or become permanent time.
  4. The quest system will work non-linearly: that is, neutral and enemy heroes can also receive tasks.
  5. Skills Leveling system is familiar to Elder scrolls what skill use that skill grows.
  6. Two game modes turn-based (no stamina but action points) and real-time (can walk and run freely but all actions comsune stamina), as in Fallout Tactics Brotherhood of Steel.
  7. Crafting system - all weapons and stuff are destroyable and can be used second time.
  8. 6 schools of magic: fire, earth, water, air, light, darkness
  9. Monster farm where you can create your own hybrids
  10. AI editor - you can create your own monsters logic of behavior.
  11. The Strategic mode of the company where it is possible to develop trading and social skills, without participating in battles.
  12. The rank system at the beginning of the game you can only choose the initial class - wars, mage, hunter, thief. Further, in the process of playing warrior can become a barbarian, berserker, knight, paladin, weapon master, and so on. (system similar to Final Fantasy Tactics)
  13. 2D graphics. Portraits of heroes in the style of anime sketches as in Disciples 1 part.
    Thanks for your attention.

P.S. If someone is interested then I collect a team.
My main technical question is whether it is possible to make a game that will look like Golden Axe but with complicated battle mechanics as I described earlier in Unity right away. No experience. Concept of the game I currently planing in excel shhets, each sheet is a separate module with calculations and description.I am waiting for your suggestions.

The mechanics of battles are very different from many games, at least I have not seen this before, so I emphasized it.

Accordingly, I wanted to make it more realistic, that is, warriors are strong in close range, but the most powerful and dangerous is the magicians because their magic will have enormous consequences, but it is difficult to play class, since to cast strong magic you will need real knowledge in the natural sciences, foreign languages, math an so.
Hunters and thieves are about accuracy and coordination, so mini-games include checking accuracy and coordination of the player. Everyone chooses a game style that swits them more. Any class can use any weapon but not as efficiently. For example, warriors can also cast magic with magic staff, however, it is better for him to use a magic staff just like a stick, also a magician can take a two-handed sword, but only if he has the strength to do it. For example Warriors can make unique magic, but a mini-game for a player will be almost impossible. That is, a window pops up and there is only 3 seconds to solve the equation and choose the right answer, if you do not have time then the weapon breaks down the hero dies, so is it worth the risk. For a mage, a mini game is 10 seconds with the same conditions. This is an example. Naturally, mini-games are a separate issue and there should be an orgomn quantity. You will need a separate Battle AI module.
Anthropomorphic monsters can tame animals if their characteristics correspond, but only their leaders or their high-ranking species. All that concerns enemies and from intelligence and chain of interactions will be in a separate document. Monster AI.
The ecosystem will work according to this logic 30% strong predatory monsters 70% herbivores, but all of them to one degree or another can harm the player, but they can be tamed. There will be a separate Tame Log is a system of hierarchy of monsters and the requirements for their training. There will be classes of monsters that are especially easy or very difficult to tame.
There is a general concept of the game that I am currently painting, but it is not ready yet

So “can Unity make X” is an extremely beginner question, to the point where this has to be stated:

If you have to ask if Unity is capable of something, even as somebody who has not used the specific engine before, you are dramatically overscoping. Yes, all the things you say are possible, but if you have to ask, they aren’t possible for you yet.

This is a project that is years off for a beginner and, to add to that, it’s also a project that would likely take years to complete even then.

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Thank you for responding. I am know testing game variables in excel. I know that this is the huge project to begin with, but for know I am planning to make demo area with only 1 enemy and basic behaviour.
Big question is a making pop up riddle game for unique attacks. It should be like time freezing for 15 seconds or so.
Will it helps me if I describe all game mechanics in excel sheet with math algorithms or better make them in Unity. I have little experience in unity and I know that there are some logical assets there.
All features that was described earlier are big goals to achieve in future.
For the first steps it will be like area spawned by 1 enemy for testing purposes. Then if it will be viable I plan to make indie team. What would you suggest?

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I suggest you do the prototype.

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Question is excel sheets somehow will be helpful in Unity or is it waste of time and what kind of assets will be useful in unity. How do I make pop up screen with mini riddle mini game. Are there any kind ready assets for that or do I have to make it myself?

@Gaziz , you really should start here
Getting Started
You need first get yourself familiar with Unity editor.

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The only thing that is a waste of time is jumping into a project before you’ve even learned anything. Like @Murgilod said the fact that you’re asking questions like these is a good sign you have no idea what you’re doing. You need to learn the basics before you can make an actual game. Diving in head first before you’ve learned anything is a quick way to drown.

Check out sharp accent. Has the best tutorial showing this game type exactly. If do that, then afterwards redesign from ground up in your own style.

Is not beginner stuff though.

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Hello what does shapr mean ? You mean C#? Are there any complex RPG tutorials. I like isometric view like Baldurs Gate and Diablo. Now learning in @Construct2@ so maybe will show some prototype in future, then export my demo on unity if it will be possible.

You can’t just go from Construct2 to Unity. You will have to rebuild everything.

Also the first thing you get if you google “sharp accent” is this: https://www.youtube.com/channel/UCq9_1E5HE4c_xmhzD3r7VMw

@Gaziz for your own sanity, drop the idea of making RPG as your first game in Unity.

Try to make some very simplistic 2d game. Something moving first.

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Sharp accent.

If you don’t know, highlight, right click, and search with Google.

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Thanks for the tip. I’m also interested in developing a (Souls-ish) combat system. It’s often helpful to see how other people attack the problem.

Edit: and wow 191 tutorials for the one genre? That ought to give someone an idea of how much work is involved in creating such a game. That’s probably just for the bare-bones too.

Like @Murgilod said you will have to rebuild everything. Only the base assets - meshes, textures, sounds, music, etc in the format they came out of the programs used to create them - will be able to carry over. Everything else will have to be made from scratch. If you intend to use Unity, stop using Construct 2 and start learning Unity.

I am full of happiness. I wish to thank all of you! Hope to see the light! Happy holidays!

Oh the last one - Can I realize all my plans in free Unity version or I have to buy business?

How to download 6 Gb of Unity files without Unity Hub

I am asking these because I want to set up Unity at my work, but I cant download 6 Gb. I am planning to download 6 Gb on Unity files at home then wanted to set those files to my work PC. Is it possible?

Yep, you can get the installers manually from the Download Archive.