A 3D brawler (Platform + Fighting) game with RPG elements.
Important note :This page is NOT a sale-pitch. It contain (or will contain) lots of information about the project that might not be of interest to you. In this page, you will find information related to the project content such as explanation about its internal and gameplay systems that wouldn't be explained on something like a store page. Even if I'm trying to cut down some content, it will take quite some time to read it all.
Also, while the project doesn't have a lot to display, everything explained in this page has been implemented one way or another in the game. Some are still only in script form, but lacks visual (models) and/or final animations while some other things are still in their early prototype phase which I don't wish to share as-it right now. I'll update the content of this page at some points where the results will be up to the task in my opinion.
A Phoenix that keeps being reborn...
Brawl Legacy is the first project I tried to tackle alone over 4 years ago. It's the kind of project that I put on hiatus every year for X or Y reasons. Lack of funds, technological limitation or changes in the engine, my own lack of knowledge and experience, etc. It's the kind of project I love too much to simply throw it out in a form that isn't up to my taste.
In fact, I have scrapped the whole project and recreated it at least once every year, meaning at least 4 times up to now. My knowledge and skills keeps evolving and every time I start working on it again, I find myself in this position where I find my previous work lacking in certain fields.
It all started as a piece for an old Demoreel I made when I was trying to land a job as a 3D artist in Montreal (Quebec/Canada). I made a Demoreel that included a couple of prototype of different games genres. Racing, Fighting, 3rd player shooter, etc. I stayed in Montreal for 2 months and, in 1 month, I made many prototypes. The one I had the most fun working on was the Brawler prototype from which this project took its origins.
The project also went from a PBR to a Toon/Celshading style and, recently, I upgraded the Toon/Celshading to the Comic book style that can be seen in this page.
Where did it come from?
The game core is based on one of my favorite franchise developed and published by Nintendo : Super Smash Bros. I have never been an huge fan of fighter games with huge combos list and I like the freedom from having a dynamic and relatively large combat field to jump around. The RPG elements is closer to another fighting game series made by Project Soul and published by Bandai Namco Entertainment : Soulcalibur. Even since they implemented the ability to create your own fighter with different pieces of armors or clothes and a great choice of weapons, I have become an huge fan of the series.
The project is simply an answer to the question I have wondered about for a long time : Why wasn't there a brawler likes Super Smash Bros with some kind of medium or heavy customization system ever released? Something like Super Smash Bros X Soulcalibur? The closest I have seen would have been the Mii Fighter in Super Smash Bros 4.
This project came from the ideology : If nobody have done it, do it yourself.
What kinds of RPG elements?
What I'm aiming for is heavily gameplay-related. Everything has a reason to be in the game. Each number and each choices in the RPG elements have an actual impact on the gameplay. The only exception is the facial and skin features which are purely cosmetics.
There's a list of RPG elements that is currently in the game (even if there's not yet visual/models made for it):
An inventory and a Loot system.
The game involves an inventory with limited slots and an equipment system with a total of 9 visual slots (Head, Chest, Shoulders, Hands, Belt, Legs, Feet, Weapon & Class Artifact) and 3 hidden slots (2 rings and 1 amulet). The inventory system is quite close to the Diablo series, but with quite some major changes applied. The enhancement, rarity system and way of obtaining the items is managed in a complete different way . There's also a lot more impact on gameplay since the weight and types of equipment changes things on a drastic level. Heavy equipment reduce all speeds as well as jump height while light equipment protect less from damage. Secondary effects are much more than "damage over time". Each weapon type have different animations and attacks' pattern. It's up to the point where fast weapons attacks from light weapons (such as dagger and staves) could bounce off the opponent while dealing minimal damage.
4 vitals bars!
You know in most games, you got almost always 2 vitals bars like Health/HP and Mana/Magic. Sometimes, you also got the stamina/endurance bar. In Brawl Legacy, you got 4 bars and 3 of those are interlinked. You got the Body, the Mind, the Breath and the Rally. In general terms, the Body is like the HP, the Mind is like the MP and the Breath is like the Stamina, but its goes further than that. The combat vitals follow the concept that the Body can't live without the Mind the Mind can't work without the Body. The game involve a draining system with a temporary debuff effect when a vital bar is drained. Blocking attacks drain the Breath. If you're out of Breath, it drains your Mind. If you're out of Mind and Breath, you can't block anything. If you're hit, it drains you Body vitals. if you're Body vitals reaches 0, it drains your Breath. The speed and efficiency of each drains is based on level, class and race. This also means that a Melee class doesn't necessary have an advantage against a ranged class in close combat. A Knight (melee class with a Shield artifact) won't beat a Mage (ranged class) too fast as the Mage will be able to block even if his/her relatively lower Breath is drained as his/her Mind is much higher. When a vital reaches 0, its regenerative capacity is halted for a limited time and a Debuff status is forced onto the character.
6 Classes, 7 races, 4 main weapons types and many sub-types.
Classes: Knight, Scout, Mage, Alchemist, Summoner and Priest. Races: Humans, Elves, Dwarves, Orcs, Goblins, Lizardmen and Undeads. Weapon types is managed in a different way. You got main types such as 1 handed, 2 handed, Pulled String and Triggers. Pulled Strings are easy to guess as they are bows and slings. Triggers includes Cannons and Crossbow. 1 handed includes swords, axes and maces that are held in 1 hand. (Daggers are considered as swords in case someone wonders.) 2 handed includes the 2 handed version of the 1 hand, but also includes staves and spears. Technically, even if a weapon is held with 2 hands, items and classes artifacts can be used with it. The main difference is in the stats and speed of the attacks.
Everything has an effect on the gameplay.
I have made it clear already that every choices made, with the exception of the face and skin, have an impact on the gameplay. This is not just in terms of small numbers on a board, but also in terms of actual actions. The control scheme involve directional attacks based on simple inputs. There are 3 attack buttons. One attack button does something based on the character's race, one does something based on the weapon equipped and the last one does something based on the character's class. Not only that, but the weapon patterns will also varies based on the races, but the changes won't be as drastic. (As an example, an Elf doesn't strike with a 1 handed sword the same way as an Orc would.) The class and weapon based attacks has 2 possibility in each direction. Either the player hold the button which will charge an attack that is stronger or he/she can quickly tap the button to release a short series of strikes. There's also the same variances when running where charging the attack can be done while the player run or taping the button will release a quick attack that effectively halt the player in his run. Each races have a sets of possible special skills or abilities. unlike the weapon and class attacks, those might not be just offensive, but could also be to grant a temporary buff. For example, Up+Race Button with the Dwarf race make the character drink a buck of Ale which temporary boost his attacks and ability to resist physical damage by % while reversing his resistance against fire positive to negative as well as dropping his speed by a %. The effect duration and capacity is based on how long he drinks his ale (how long the button is held). The same input, with the orc, call in a series of flaming arrows from the sky around the Orc position (both in front and behind him) and the range and number of arrows is also based on how long the button is held.
Every attacks, abilities (class, weapon and race related) drains one of the 4 vitals. Most class' abilities drain Mind vitals. Most of the melee classes and the weapons drain Breath vitals. Summoner, Priest and Alchimists also has some that drains Body vitals. Rally is only used by the Race abilities and recharge at a fixed rate that isn't based on the character's stats, but instead on the match's state where the player with difficulty will gain a boost in his/her Rally regenerative rate while the player who really is above the rest will see a drop in his Rally regenerative rate.
Status effects - Buff and Debuff
I have already covered a tiny bit of it with the Dwarves' UP+Class Button ability, but I wish to give an idea of how far the Buff and Debuff can go in the game. The game has status effects that can be positive, negative or both at the same time. Some unique pieces of equipment do have Buff called "Enchantments" and/or Debuff called "Curses" which are permanent effects that remains active as long as the items are equipped. Temporary debuff and buff can have impact on anything such as lower the damages, speed, vitals regen speed or max capacity, etc.
Having any vitals drop to 0 bring its lots of debuff instantly.
Dropping at 0 in Body grant the debuff Weakened (Weapon damage are halved. Blocking an attack drains 2x more Breath) and In Shock (Mind Vitals capacity is halved) and Out of Breath (drain Breath Vitals over time). Dropping at 0 in Mind grant the debuff Dizzy (Walk/Running speed is halved. Jump height is halved) and Sick (Breath Vitals capacity is halved) and Headache (drain Body Vitals over time). Dropping at 0 in Breath grant the debuff Tired (Attack speed is halved and bounce off from any kind of block) and Muscles Pain (Body Vitals capacity is halved) and Unfocused(drain Mind Vitals over time).
Dropping at 0 in any vitals also stop the affected vital from restoring itself over time for a short period. (I'm still experiencing the amount of time to find a good balance where being at 0 isn't just a guarantied slow death, but still put the player in a big bad situation which, in normal situations, has to be avoided at all costs..)
There are classics debuff and buff such as Poisoned (damage over time) or Recovering (healing over time), paralyzed, petrified, confused, asleep, etc. Some of those are effects only possible from the use of an item or from an event on specific maps.
It wouldn't be much of an RPG if there wasn't any kind of items such as potions and throwables. In this case, the players have the ability to bring a certain amount of items in the battlefield. The number number can varies between 1 and 2 different items and up to 3 of each. The class of the Alchemist also have the ability to bring an additional item which is based on his/her Class Artifact slot. Items can be a kind of item that restores one or two Vitals or it can be an offensive item that is thrown in a direction such as a bomb or a throwing knife. There are even items that can revive other characters/players in specific game modes! The numbers are limited based on the equipped item in the Belt Slot. The consumable items fully recharge when the match restart or when the player revive (if the mode allows it). (Reviving through using a consumable doesn't recharge the consumables charges.)
Class abilities and uniqueness?
Up to this point, I have hinted here and there that each classes have something unique about them. Each class has an unique Class Artifact slot in the equipment which affects some features and give some unique buffs/abilities.
Knight is mostly a melee character. His/her Class artifact is a shield. He/she can use the shield to drain the opponent's Mind (instead of Body), has a reduction to the Breath's drain when blocking any kind of attacks. No, he/she can't throw the shield, but the shield can varies in models and sizes from a Buckler to a Towershield and the size does have an impact on the attack speed.
The scout is a medium-close range character. His/her Class artifact is a cloak. He/she can become invisible and move around without being easily seen as long as he/she's walking. (Being invisible stop Breath from regenerating) The cloaks also give the ability to thrown a kind of weapons (throwing daggers, shuriken and even bombs) and isn't limited such as the Consumable items. Using a throwing consumable with a Scout also generate more of the item being sent. For example, normally, you throw 1 throwing dagger with any class, but the Scout throw 3 daggers at once, draining 3x the Breath if blocked and dealing 3x the damage and chances of debuff effects if it hits. (If 3 throwing dagger (consumable) has 25% chance to poison, it's not 75% chance to poison, but it's 3 checks with 1/4 chances.)
The mage is a long and short range character. His/her Class artifact is a Magical Tome. The Tome controls the types of element of the Mage's class attacks. It's not limited to 1 element per tomes, but instead 1 element per direction. (So, the element with the directional tap or hold is the same). Also, the Tome gives bonus elemental damages to the melee attacks of the mage and resistance to that damage type. The possible elements are Fire, Ice, Lightning and Earth. In those, Earth is a bit special because it's effect is based on the Physical element attribute. So a Mage with a Earth bonus damage simply deal more Physical damages and resist some physical damage.
The Alchemist has many perks and is one of the most "random" class. You could call it the Troll class, and it wouldn't be far fetched. It's Class Artifact is a Backpack. As I previously explained, he/she has 1 more consumable items which is based on the equipped Backpack. Also, the 1 or 2 equipped consumable gains up to 2 additional charges, making their potential maximum charges to 5 instead of 3! Imagine if a player has 2x revive scrolls with 5 charges each. (At least, backpack shouldn't have revive abilities... or does it?) Same as consumable, the backpacks related 3rd items also has a limited amount of uses, but it's possible for the Alchemist to slowly restore its 3rd items charges with Down+Hold Class Button. The Alchemist have some of the most strange and hard-to-guess attacks. For example, left or right + tap Class Button makes the Alchemist throw a bottle with a random effect. The effect can be status based, elemental based and can have a radius of effect as well as some kind of lasting area effect (such as a cloud). The thing though is that it can also be a positive effect meaning the Alchemist could heal or cure his/her target! (The chances for a cure or healing bottle are quite low, but still present.) The Left or Right + Hold Button allow a bit more controls by having the potion being held by the Alchemist to change color and, so, display what effect it will be. (Holding it allow the Alchemist to throw the bottle further than just taping the button.) Still, some Backpacks might add even more stuff such as uncolored bottles or bottles that change color over time.
See how it can be such a Troll class?
The Summoner is a long-medium range class and is also the most complex class to be implemented in the game. The reason is that he/she's able to summon a familiar. (Wow! What a surprise, right?). His/her Class Artifact is an items such as a bone, an heart, a rune or some other items which floats around the Summoner's head when he haven't summoned anything yet. Down + Tap the Class Button will make the current summon disappears. Down + Holding the Class Button will summon (or re-summon) the familiar. The familiar is based on what kind of items is being used. The familiar stays close to the summoner, but it's an actual NPC that will attack any enemies around like any AIs. Its difficulty setting is also based on the summoner's level. The thing, though, is that the summoner has to "sacrifice" a % of his Body and Mind to keep his familiar. if the familiar is defeated, while the % is given back to the summoner, it's not filled meaning that, for example, if a Knight defeat the familiar which cost 35% of the Body and Mind of the summoner and rush toward him/her, the summoner might still has 20%-25% of the Mind and almost all the 35% of the Body still not restored. Also, a summoner can summon a familiar even if he doesn't have enough Body and/or Mind, but that will trigger the Debuff for any affected Vitals that drop at 0. So, summoning a familiar is a gamble for the summoner. There's also another thing about the familiar which is what happens when the Summoner press or hold Up or Left/Right with the class button. If the familiar is summoned, this will give an order to the familiar. Tap + Direction means "Stay Close" in that direction in that direction if possible while Hold + Direction means "Go Far" in that direction. Orders are absolute and a familiar will stop attacking its current target if an order is given. The Summoner can use this to avoid his familiar to die (by telling it to go behind the summoner) or the opposite when he/she tell the familiar to move far (and hold if possible) the opponents while the summoner might rest or do something. Orders doesn't drain any Mind as the Summoner and Familiar share a soul-based bond. If the summoner is defeated, the familiar disappears.
The other thing is when there's no familiar. Then, Left/Right and Up becomes special attacks which are related to the familiar. It can be something like bones spikes coming out of the ground in front (or behind) the summoner or something appearing above the summoner that can hit the opponents. This drain Minds on uses unlike orders.
The possible summons are : Spirit/Ghost (Knight or Scout familiar), Small Dragon (Mage Familiar), Giant Spider(Alchemist familiar) and Will-O-Wisp (Priest familiar). While each possible familiar are like a class, they don't have actual equipment or anything that change a lot between each. The Spirit/Ghost might have a different weapon, the Small Dragon only has 1 element. The Giant Spider can't be an elemental and can only deal a default "Slowed" debuff as well as another debuff that, at best, might be up like a medium debuff. (The best Poison Spider might poison as much as the average poison bomb consumable.)
So, yeah, in terms of powerhouse, the familiars doesn't gets as strong as the actual player (or AI) controlled characters, but with the summoner in the equation which does have his/her own weapon attacks AND races abilities, it's a deadly combination in the right hands.
The Priest is a class for survivability and is the only class with the ability to use one of the 2 opposites Gods elements: Light and Darkness. The Priest Class Artifact is an item which he/she keeps on the thigh. Depending on the item, the effect can be positive or negative and they will affect the Priest as well as his/her environment. For example, if the Priest uses a Darkness Class Artifact and use either up+hold or down + hold, he/she will create an area-effect that will damage everything included himself (or herself). With that said, some additional effects are in play such as the ability (with the darkness element) to drain the Mind or Body vitals from the Target. The general rule of the Priests class ability is: Don't preach a god for no good reason.
With the darkness element, you got to make sure your opponent is hit or you'll loose much more otherwise. With the Light element, make sure your opponent is NOT hit or he'll benefit from your power and you'll get less from using it.
The Priest is able, with the Light element, to heal himself and his allies or even buffing some stats. When he/she pray and depending on how long he/she, the effect will be either greater or last longer. With that said, if an opponent enter the magical circle, that opponent will also gain all the bonus. That's because any of the Gods doesn't play favorites. Your priest ask for a blessing there? You got a blessing there and whoever is in there will benefit from it.
This makes an Priest equipped with a Light based artifact much less useful in a dual (1vs1) than one equipped with a Darkness based artifact. With that said, a Priest with a Darkness based artifact will hurt even his own allies in a mode where teammates are allowed.
Game modes... Not many, but many options!
The Project involves not many game modes, but instead offers a variety of options in the game modes.
This is a mode where each player has 1 life per round and the match is rounds-based. Each time a player is "down", he/she can only come back either with a teammate who got a resurrection scroll or when 1 team or player wins the round. It can be free-for-all or Team based. It's possible to set the maps on rails or static in a specific area. (Check further for the maps features.)
This is a mode where each player can revive many times, but each team (or solo player) has a limited amount of respawns possible. This can be played in free-for-all or in teams. Each time a player is down, he/she can come back immediately, but it will cost 1 points from the respawn counter of his/her team. The team who defeats all the other team, drains all their Respawn points wins. It's possible to set the maps on rails or static in a specific area.
This is the same as Battlefield, but each players has their own "life" counter. It's more self-centered and a team might survive longer even if one of its teammate keeps being downed. Can be played in Free-For-All or in Team. It's possible to set the maps on rails or static in a specific area.
This is like Mercenaries Mode, but only against AIs and I'm planning to add some bosses and unique monsters to the field. Can only be played in Coop (all players on the same team), but I might add a bit of a twist where 1 of the player might become the boss with buffed stats and perks like if he's possessed or something. I'm planning on even adding some kind of "anti-laziness" features in which a possessed player who doesn't deal enough damage to the player starts being controlled by an AI instead of the player itself. (Something like having the possessing spirit shouts "Your mind is too weak. I'll do it myself!") The maps are only on rails.
This isn't really a mode per say, but more like a custom level with an editor. Can be set in one of the 1 to 3 modes explained above. It's not on rails and the level are limited to the editor's features. I'm really not far in this part, but it's part of what I have planned for the game. Got to work a bit on the Pathfinding system for the AI before finishing this one.
How many players can play together?
Currently, the game can be played locally (with up to 4 players with either 4 controllers or 3 controllers + 1 Keyboard & mouse) or online with up to 4 players through LAN or Peer-To-Peer with a dedicated host. (It can be 4 players on 4 different PCs or mixed up like 1+2+1 or 1+3.) I would like to boost it up to 8 players online (with at least 2 PCs), but I got some issues with the size of the UI in such case. (Adventure mode will be limited to 4 players regardless.)
Dedicated server with lobby listing would be a dream, but it's not within my budget and not a priority, for now.
Maps on rails? Static?
I'm still not done with even the first map yet. It's a LOT of works designing the areas. The game is obviously played on a 2D axis (like a 2D platformer), but the game is and will feel like it's in 3D as there will be a kind of depth and angles in the movements of the players. The horizontal movement will not be flat 2D as some map will includes turns and angle changes. Those who will play the game will feel like if they were constantly walking on a tight rope that goes around in the area.
I previously mentioned "on rails" and "static". This is because each map has a kind of rails system which makes the battlefield on which the players are fighting each other (and the AIs) move around in the area. This changes the map constantly and the traps, world-based event and pitfalls changes as the players progress through the rails system. With that said, some players might want to have something much more "static" which is why I'm also implementing a "Static" mode with a scene selection. This turn the rails system off and, instead, the players keeps fighting in the same part of the area until the match is over. Each "scene" in the selection is a part of the map that has everything needed for a match: map's edge(s), pitfall(s), traps, etc. They also might have parts that "restore" themselves (especially for traps) over time.
I currently have a list (and the designs) for 6 maps which are all different and unique. Each has its own pros and cons. From being on the back of a giant flying dragon to being on elven ship stuck in a giant whirlpool over the ocean to being in the heart of a erupting volcano without forgetting fighting in the Throne room of a castle. In fact, some map includes parts of the other maps, but in such a different setting that you barely will notice that the part is the same.
For example, 1 map has which has you pass through the town gates, then the city's streets, up to the castle interior, throne's room, treasure room, underground cavern and then back to the town gates while another one involves you being on a Dwarven ship, then on a Dragon's back, then in the same castle throne room as you have seen in the other map, but it's now in burned down and in ruins to finally be back on the Dwarven ship. I'm not reusing assets between map, but instead I change the settings and display the same kind of area in a different aspect both visually and in terms of what's happening in the area.
What's the primary goal of the player? How does a player win?
This is what makes this game different from the other brawler. The player doesn't necessary loose, but more like "get less". There's a short story with the game and the way I could simplify it is that nobody "dies" in the game. There's no blood either! The players' character are actually heroes who got nothing to do (because the dark lord or something was beaten already) and ended up fighting in some kind of Arena event created especially for those kind of heroes who can't fit back in the usual every-day life of cheap labors and non-dangerous tasks that doesn't includes slaying a giant monster or something. There's only 1 way for a player to loose a round or a life and that's by being thrown outside of the map's edge. The Body, Mind and Breath vitals are only there to allow the player to avoid being thrown outside of the area. There's a grab & throw action which can be easily countered if the player has enough stamina. If the player is out of stamina, he can be thrown a couple of meters away easily without any resistance.
Another thing about how the players can win and can't loose is related to the drop system. A player has a chance to gain a new item at the end of every match. That item is directly related to the selected class or race of the player. (As for the weapons, if it's a weapon, it's random and it's the same for consumables) For every time a player beats another player (by being the last one who stroked the player (or AI) before it got out of the area's edge), the player gains a "Favor".
Favor is kind-of-a-currency in the game. You can trade items in the inventory for Favor. There isn't any shop in the game. Instead, the Favor can be used to boost the chances for better items or even specify a specific item type at the end of any matches. To give an idea, beating an AI with the highest difficulty awards 5 favors while being defeated cost 1 favor. A player that plays in a match that last more than 3 minutes and doesn't get any favors still gets 1 favor for the effort. This means that a player who beats many other player but loose still gain a lot of favors.
The favors bonus can be as this:
Forcing a reward item for a specific item type: Cost 10 favors.
The item will be of the chosen item type, but it will still be random.
Buffing the chances for an Enhanced item: Cost 1 favor per 5%
There's already a base 25% chance for an Enhanced item.
Buffing the chances for an Enchanted item: Cost 1 favor per 3%
There's already a base 10% chance for an Enchanted item.
Buffing the chances for an Legendary item : Cost 1 favor per 0.5%
There's already a base 1% chance for an Legendary item.
The reward items is done through a system of 3 reversed cards. I know it's used a lot, but I think it's a good system. The main difference with most of those is that I allow the player to see what type of item is behind the card. So each card can be an item of any type, but the type is displayed on the back of the card. The player keeps a free minimal amount of controls over his/her reward (which feels even more rewarding.)
Again, I have explained something earlier that remains unknown so there it is. The game rarity system isn't complex. First, the player has immediately access to all the items bases of every types. What you usually see, in many RPG, as the "common rarity" doesn't really exist as a drop in Brawl Legacy. So, if the player want a 2 handed sword, he doesn't have to try his luck with the reward to be able to equip one. He can right off the start. Still, he/she has to find the item if he wants one that is stronger. Same with any type other items.
There are 3 rarity on top of the Common-already-available one:
This is like the Common version, but with up to 2 bonus to the item's stats. Bonus are random and can affect anything already existing on the item. This means it can't have attributes of bonus that aren't already in the item. So a sword can't become a fire sword if it's just enhanced or an armor can't boost the attack or a stats or vitals if it's just enhanced. A sword might be faster or deal more damage and an armor might be lighter (or heavier) with higher number to its defenses. Some bonus might have some downside to balance things out. Like a piece of armor with a big bonus to physical defense, but it also has a drop to lightning resist or a raise to its weight (which ultimately reduce attack and run/walk speed at some points.)
Trading an Enhanced item usually award between 1 and 5 Favors.
This can be like Enhanced, but it's not guaranty that it has 2 bonus to the items stats themselves. Instead, what's guaranty is a bonus that isn't possible with Enhanced such as adding elemental damage to a weapon (or resistance to an armor piece) or boosting stats and vitals.
Trading an Enchanted item usually award between 1 and 10 Favors.
Those items are items of Lore. They can be anything with a story. There are good and bad Legendary. Bad Legendary are usually jokes. For example, there's the Rock-Hard Bread Stick which is a 1 hand mace that dealt low-average physical damage, is ultra light and fast, but cost 1.5x the Breath when attacking with it. Using it makes your character to growl as if he/she's hungry. The Bucket of Shame is an helmet that gives a small bonus to Fire resist and Physical resist, but drop the Ice resist a bit. It's a Dripping bucket held as an helmet.
Usually, those bad Legendary can be traded for 1 or 2 Favors.
The good Legendary are those kind which does something insane, OP or something like that. There's usually always a bad side to any OP effect or a condition to be met. For example, the Dark Lord's Demon Sword deals a good amount of Body damage to the opponent, deal 50% damages as physical and as dark elements and restore the users' Body, but whenever the users uses it and it doesn't hit (or is blocked), the user's Body is slightly drained instead. The Thunder Bolt is a spear made of lightning bolts constantly sparkling. Even if the opponent is blocking, 25% of its damage still pass through (exception against the Knight's Shield which block it by 100%) if the hit land. If the hit misses, there's a radius of effect of approx. 1m-2m around the area where it was aimed at that deal 50% of the damage, but can be blocked by anyone. Using this weapon of this drains not just Breath, but also Mind (25% Breath, 75% Mind from the usual Spears' Breath cost). This means that if you got low Mind or low Breath, the weapon has limited uses.
Those "good" Legendary can be traded for up to 15 Favor each.
Skins & Cosmetics
While the game involves quite a lot of inventory's based customization, the number of possible customization that have no effects on the gameplay are few.
The player is able to select:
• The character gender.
Some races offers additional options. For example, the Undead race has 3 choices as its gender : Male Zombie, Female Zombie and Skeleton. The goblin has 2 models where one is a Goblin and the other is an Imp demon. The Dwarves is the only race that allows its female gender to have the same facial hairs as the male gender. ;)
• The character's face, head decorations (hairs and/or horns), eyes style and the color related to these selections.
• The character's clothes under its armor.
This is one of the customization option that does have an impact on gameplay. The clothes choices are pants and shirt as the rest is selected from the Inventory system. The options available in the clothes selection goes from being in underwear to wearing a chainmails shirt and pants and the heavier more defensive clothes does give a bonus to the resistance while also dropping the weight capacity of the character. The reason why I set these 2 clothes options as a separate thing from the Inventory system will be explained in the next part.
Why separating the 2 clothes options, under the armor, from the rest?
There's one important thing I haven't explained about the gameplay and the inventory system. The game involve a set selection (loadouts) which allow the player to change its equipped items when he's downed and respawn or at the start of the match. This allow the player to change his/her weapon and armors during a match. This system doesn't allow the player to change the character's race or class, but does allow anyone to have a backup plan if the first set of armors and weapons doesn't do well.
The game's characters creation and inventory management systems are separate.
A player can create 10 characters and only have 2 sets of equipment shared between all of them. Another player can have 1 character and 10 sets of equipment from, which, he can select 2 for his next match.
The way the system works also allow the players who play from different PCs to have their equipment hidden. The race and class is visible since you can notice the race and class visually. (Remember, each class has an unique Class Artifact that appears visually on the character which is why the class is visible.) When playing online, the visible part of the Inventory is limited to the Loadout's name for the remote players. When local, it's kinda impossible to hide the loadout's content so it's a different situation.
What's still unknown or not planned yet?
This is currently a 1-man project and as you might have already noticed, it's relatively huge for only 1 guy to make all this possible. Still, it's not impossible and, currently, there's only 2 parts of the project that doesn't involves a clear development road yet.
The background musics is something I have not yet touched upon, but I do have some people who are ready to work with me since there's quite a few twists involved in the tracks of the game. The games won't have many tracks due to the aforementioned twist. (The twist is related to something in the gameplay.)
Some of the sounds and especially the voices are not yet planned in the development road. Instead of randomly paying for sounds effect and for services from voices acting, I'm setting up a list of the required assets as I'm working on the project and once most of the stuff related to the gameplay will be done, I'll move onto the sounds/audio side of the project.
As I previously mentioned, while the game already has a LAN system implemented, it's still quite rudimentary. I would like to implement, at least, some kind of Lobby menu that could display the available matches even if the games doesn't have a Dedicated server for the matches.
I'm also uncertain yet as what kind of communication I'll allow between the players. Text chat or Voice chat are both good and bad for the quality time of any online games. Does having the players able to communicate within the game is really that necessary? Players are, now-a-day, more akin to use a 3rd party software like Skype, Discord or whatever to communicate. If the game is successfully released on Steam, there are also its own communication systems.
I'm also not certain if I should allow item trades between the players.
The game has a Profile system that allow items to be traded from one profile to another locally. But, when it comes to Online, I'm not sure I'm up to the task yet to handle secure trading efficiently. That's especially true if the game doesn't have any kind of dedicated server to manage the trades (nor account/login system to keep track and a backup of the players' data.)
I still have a lot to explain about this project, but I'll stop here for now. If you got any question or if you wish to discuss things with me about anything related to this project, feel free to post your comments or questions in the Project's Chat.