[WIP] The New Age FPS, RTS, Survival, Medieval - GunPowder Age

Hello, everyone.

Pj here,

I got an exciting project to share with everyone.

Story

In an empty world filled with only one player and his/her friends must battle it out for supremacy. Arrived on an unexplored island by ship you are the sole king of your tribe of three people. Days are passing and your people are becoming hungry and thirsty for new territory and resources. As time passes your people begin to repopulate the island. As a king, it is your duty to fulfill the needs of your people and prepare them for war. With realistic consequences and AI. You must manage your territory to greatness while raging war against fellow players. With unlimited possibilities of scale, only your computer might not be able to handle it. But your people can.

Gameplay

Ability to scale a territory to ten thousand, hundred thousand population all with their own personal life.
First Person.
Real Time Strategy. Manage your kingdom’s resources and build upon your territory in First Person, Aerial View.
AI. Ability to wage war with up to hundred thousand AI’s, tested with overpowered PC.
Naval Warfare.
And much more… more details revealing soon.

This is a game of accurate realism through medieval age to gunpowder age.

First Prototype Very Early Dev Screen Shots.
First Prototype The New Age Inventory Menu

First Prototype The New Age Kingdom Building Menu

1 Like

Adding features:
Finishing up the prototype for it is playable, adding more basic building. Later once the project is playable and has basic gameplay elements I am going to expand upon it to be realistic.

My end goal with this project is to have a complete medieval age. For example. A player starts with 4 People in the early stages(Added one more beginning AI, Man, Women, Man, Women) a cut scene will occur showing the player arriving on the island with their people looking for a new land to settle down in.

The starting AI can be assigned to start gathering wood, iron, stone. At the end of the day, the AI brings the resources back to the designated spot. Showing a model of a stockpile. If the player does not have an early stage warehouse built the AI brings the resources to the Kingdoms flag, customization will be available for players to choose from different flags.

AI logic. Each AI will setup a basic hut in the early stages, at day 1. The man AI at day 1 has not yet chosen a woman to mate with, after a few days you will begin seeing the women AI coming around the man’s hut if foods available within the Kingdom at night before midnight. Once the female is not taken, after a day she will begin moving in with the man AI at night time. I plan to add a system where each AI’s personality is different, a player may talk to them. Tell them, what to do, or have general conversation. After this project has created leverage I would like to add voice to each AI, instead of the dialogue system. I feel it would add the final realistic component the project desperately needs.

Tribe Age > Medieval Age > Gun Powder Age, if your Kingdom still stands :wink:
At the final version, this game should be an accurate simulator of medieval age with RTS, FPS, Survival aspects. I forgot to mention, a player can join a siege in first person against your friend with up to hundred thousand AIs shooting arrows or swordsmen charging. I might add horseback riding in battle at medieval age. Rams, Catapults that destroy walls, ships to sail across the sea. Gunpowder age, Infantry with Guns, Horses with Guns, Ships with Cannons, Cannon Siege weapons. After the prototype is done I’ll be adding a lot more features, I have not even scratched the surface on how I would like my dream game to be since I have yet to play a game that entertains me and like going into medieval times with accurate realism.

Thank you for reading everyone. I hope you like my project and don’t forget to leave comments below on what I should add.

It is that time to follow up on our previous updates until we are at the current state of the game, here shows the implementation of realistic day and night/weather. The AI reacts to the current state of the weather, changing their daily feelings, mood productivity and needs. Also, when in combat on defensive or offensive side, fog, effects archers line of sight. Rain, heavy wind effects the speed of sailboats. Fog affects the line of sight of soldiers on sailboats. Thunderstorms, make certain factions of troops, for example. If a player chooses to be a certain faction, let’s say Greeks. While in battle the AI of the faction Greeks. While on land have louder and more intense battle screams, battling more ferocious in nature. Adding more damage to their hits, affecting only Greek infantry while on land and sea, archers remain unaffected. Calm and steady with coordination depending on how a player commands a battle from the first person camera. My intentions were to portray realistic battle with emotions and sacrifice. Since one battle can be the end of players stay within the game. I felt I needed to add more priority to the combat to make it feel epic and fast paced. Where expertise and skill would play a major factor in winning games either ranked or with their friends on Skype.

Stay tuned for more updates. I’ll be showcasing the project from early stages to the current state of the FPS, RTS, Survival game I’m calling The New Age. Gameplay will be seen soon.

The project has switched over to Unreal Engine 4 for further visual development before release.

Thank you for everyone who liked the project, keep an eye out for it on steam.