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[WIP] Brave Adventurer - RPG Roguelike

Discussion in 'Works In Progress - Archive' started by primus88, Dec 14, 2014.

  1. primus88

    primus88

    Joined:
    May 14, 2013
    Posts:
    611
    Hello everyone!

    I present to you my latest project: Brave Adventurer

    What is this? It's a 3D RPG roguelike.

    - Create and improve your hero (leveling up, stats and skills)
    - Buy and unlock different weapons
    - Random encounters spread over the map: forest battles, graveyard skirmishers, visual novel style decision missions, difficult boss battles
    - Random enemies (around 20 unique ones + 4-5 Bosses)
    - Random gold and alignment gain/loss
    - Random generated battle scene
    - Decisions you make alter the way the game will develop based on your alignment
    - Build up your party from heroes you find on the road

    Let me know what you guys think. I'm looking for ideas and criticism!

    Thank you!

    Download link: https://dl.dropboxusercontent.com/u/180942420/testing_Data.zip






     
    Last edited: Jan 16, 2015
  2. primus88

    primus88

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    May 14, 2013
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    Any feedback?
     
  3. gmatsura

    gmatsura

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    Sep 26, 2012
    Posts:
    15
    Your environments are gorgeous but I think the character style doesn't quite match it. The GUI buttons look a little plain but overall I think there is a lot of potential here.
     
  4. zenGarden

    zenGarden

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    Mar 30, 2013
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    4,538
    I likethe mix of realistic andcube cartoon character, if you make big ennemies cubes it should look ok also.
    Does it has some story and goal for this adventure ?
     
  5. primus88

    primus88

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    Yes, there will be a story that will change depending on your decisions. I will have to see how much work would take depending on the complexity of the paths taken. Ideally I would love to have an Evil, Good and Neutral path at least.

    Based on this, the NPCs will react to this, either by some merchants altering their prices, or heroes joining/ quitting the party based on your decisions.

    Also, maybe it's worth mentioning that graphics are subject to change, especially regarding the hero and monsters / npcs....
     
  6. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790

    I second @gmatsura comments. The styles don't jive. But if this is an evolutionary process like most things it can all come together down the line. May consider melding the styles together sooner rather than later to make sure it doesn't end up being a negative to the overall experience.
     
  7. Ronald_McScotland

    Ronald_McScotland

    Joined:
    Jul 30, 2014
    Posts:
    174
    The environment art looks beautiful. I think it's a really good blend between stylization and realism. As some of the others mentioned, I didn't really think the characters quite fit in with that style though.

    The levels looked really good, but they did get a bit repetitive after a while. Even without any new assets, you could get a lot of variation by adjusting the parameters of the level generator a bit. So for example, sometimes it might have lots of obstacles, while others there might be very few; Sometimes the obstacles might be more clumped together, while other times they could be more evenly spread. You could also have it adjust the frequency of certain obstacles, so one time it might generate a level with a lot of trees, while others it might be more rocky.

    The UI art looks really good too. The only thing that stood out to me on that was the blue guy with the gun. He does look awesome, but he looks futuristic while the rest of the game seems to be more of a medieval setting, and there wasn't any story to explain why he would be there.

    While the map screen looked good, I thought the order that the levels unlocked seemed a bit all over the place. If you maybe added a road on the map, it would help show the player the order that the levels would unlock, and help give more of a sense of progression.

    The game was pretty fun, and I'm certainly interested in seeing where you take it.

    Okay, end of rambling.
     
  8. Aiursrage2k

    Aiursrage2k

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    I guess thats the problem with the asset store the art is all over the place. Couldnt play it because it was windows only
     
  9. TheRaider

    TheRaider

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    The art is quite beautiful at times but I am totally confused as each screenshot looks like a different game (the top 2 looking like a third person shooter atmosphere/camera angle, the next one a fantasy map, the next a fantasy rpg, then a gamesworkshop rip off (that looks way too much like a space marine and his body is all out of whack), then back to the fantasy rpg).

    I also have a mac so I couldn't play even if I wanted to download a zip.
     
  10. BGIndustries

    BGIndustries

    Joined:
    Dec 23, 2014
    Posts:
    17
    This game seems great, but the characters (in my opinion) look a little bit too small and undetailed. Other than that, I can see this game being complete within 2015.
     
  11. carking1996

    carking1996

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    Yeah, I'm not understanding why there is a spacemarine there either.
     
  12. primus88

    primus88

    Joined:
    May 14, 2013
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    Hey everyone,

    To clear things out, character models as well as the space marine art asset are placeholder. They came with different packs and are there until I have the assets ready.

    For example here is the 2D merchant asset that I will use(instead of the blue sci fi marine used currently):
     
    theANMATOR2b likes this.
  13. frosted

    frosted

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    Jan 17, 2014
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    I just spent about 10 minutes with the demo.

    Totally fun game!

    The particles and effects are just fantastic.

    I think there's something a little off with the camera control, and it may require some fine tuning. But really promising
     
  14. primus88

    primus88

    Joined:
    May 14, 2013
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    Thanks man.
    I have the camera as one of my top priorities.
    I will update this weekend the status of the game since it is changed a lot in the meantime (but not the camera control, lol)
     
  15. frosted

    frosted

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    The camera control thing may be a personal preference. But I think the mouse look keyboard move thing just didn't quite feel right for this game. Something about this game made me feel like the AD keys should rotate, WS forward back. Camera linked to forward. Or if nothing else facing linked to mouse, with AD being side step.

    Having the facing and camera be independent actually makes the control feel more complicated.

    That could also just be a personal preference, so make sure you get other opinions on that.

    EDIT: Maybe just AD to rotate, W forward and S back - maybe its not the camera just the facing.
     
    Last edited: Feb 7, 2015
    primus88 likes this.