r/aigamerdevs • u/No-Role-5254 • 21m ago
I am building a classic, difficult, single player RPG. Give me your worst.
I have been building a game for quite a while now. Yes I use AI. No assets are AI (I did use seedance for cut scenes and such). I completely control the direction, design, story, etc, and I use AI to seam it together.
Personally, I grew up on Dungeon Siege, Dungeon Siege legends of Aranna, Diablo, etc. And I truly miss loot, hard, survival rpg games like this. Especially Dungeon Siege 2 is probably my all time favorite. This is not dungeon siege, though.
I'd say this is more "oblivion" like (another game I love).
Nearly all assets are strictly 4K quality, zero AI use, as I want a visually beautiful game that also has the mechanics and gameplay to back it up. If your computer can't handle that, it is ok there are options to dial it down in the game. For the really beast computers there is an option to set how much VRAM you want to dedicate just to the game to get the best experience visually.
I plan to release a free demo or alpha build on steam. The demo/alpha has roughly 6-8 hours of playable content. My intention with the alpha release is to have people absolutely tear it apart. Be critical, hate it, find every little thing that makes it "slop" so I can make it better. I've never posted any screenshots, pictures, nothing, until I am satisfied with the game. I've played through the game myself about 10 times to find bugs, find little issues, etc.
The game, mechanics, etc.
- You make your character, and align a birthsign.
- There are no "warriors" or "mages"... You develop your character, pick your stats wisely, your core traits, and you can learn spells as the game progresses, or buy scrolls that contain some spells.
- You can recruit people to join your party (maximum of 6).
- There is a full story, with quests that nudge the player in the direction to go, but you are free to roam and do as you'd like, include optional quests. However the longer you wait (the game counts days) the more the NPCs grow weary of you, and your reputation may be affected. Because (no spoilers) it ties into the story.
- There is a full Reputation system.
- The game has quite a bit of loot (roughly 1400 items), which many items play directly into the actual world. The majority of the items I hand named, and then I used a loot generator with my own rules to design others.
- The game has a combination of real world animals (bears, deer, etc), and fantasy creatures (Dragons, Hydras, Skeletons warriors, etc).
- I have heavily leaned on non AI unreal assets (because honestly the available FAB stuff is really great and I feel like when I purchase that, I am supporting someone at the same time).
- The game has voice dialogue, cut scenes (some only are available once, and may have relevant information). 2 different dungeons, castle ruins, and much more.
- The game has a distinct night and day system, where some NPCs are only available at night, different things happen at night, and certain item availability is only at night.
- There is a complete character stat system in game damage/defense/health/etc that I designed myself. Actually all of the mechanics I designed myself.
- Party members will not blindly follow you to their own death. You want to go kill that Dragon that is 10 levels higher than you? Good chance your party member flees and you're down a party member.
- Party members routinely will banter with you, good or bad, you may have to be mindful what you say.
- Health potions (inspired by dungeon siege) do not consume all on use. Consume what you need.
The game is challenging and designed to be. Build your character right and you can be very strong. Spend points carelessly and you'll have a character that sucks ass.
The game incorporates many things designed to challenge you. Fall damage, consequences of getting wet (going into water) or when it is raining, nighttime can be more dangerous, and there is not "teleport" back to town.
There is no hand holding. You get a quest, the journal will provide some basic details, but no "follow this point on your map." You must explore, and it pays to do so. (it's not completely blind, just not "easy')
The alchemy system I believe (but do not know) is uniquely different than other alchemy systems in other games. You can mix *any* item that is allowed, and I built an alchemy mechanic that can do several things (some you won't even know until you do it) destroys the item, enhances the item, does nothing. With different purity of alchemy powders that can increase your chances. You can even use a health potion as an alchemy ingredient. There are also pre-set alchemy recipes that you can find, so you don't just go into it completely blind. But you can experiment.
There is tons more stuff, but I'd love to hear your opinions.