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TwigCruncher

New Game Idea (Open World Action-Adventure RPG)

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 Hey everyone, I am starting to make a game with UE4 that has the attitude of Just Cause and Red Faction:Guerrilla, the era of Red Dead Redemption and Battlefield 1, the complex adventures of the Elder Scrolls and the mechanics of Assassins Creed. 

Freedom's Cry is an open world, action adventure RPG (think of an open world Uncharted game set in the early 1900's) that puts players in the leather shoes of Jozef Dvorak. The game is filled with randomly generated side-quests that will keep players busy for countless hours. As Jozef, you will explore and liberate the land of Nueva Liberia, a huge nation in the north that features towering mountain ranges, massive forests and a wide grassland. 

The protagonist, Jozef Dvorak, was a passenger sailing to Manxland (this game is in a fictional world called Paradox) who was abducted and brought to Nueva Liberia. He is saved by a band of Rangers who then bring him to the capitol city, Cloverfield. As you, the player, explore all of the regions, you run into several oppressed citizens who wish to overthrow the Order (an ultra-nationalist socialist government that has banned guns, forbidden foreign trade, stopped immigration, controls the press, education, business, religion and the government). 

As for gameplay, you explore more than 10 huge maps that represent a district in Nuevo Liberia. Each map is filled with campaign missions, side-quests, and many collectibles. Even if you don't feel like doing any actual missions, you can harass the Order's troops or members of the anarchic Host. As Dvorak, you will climb and freerun to keep away from the Order's soldiers who will chase you down (using a system like Need For Speed's police chase). You will engage in firefights, sword fights, destroying enemy structures and propaganda (you cannot kill or harm civilians as you will not target innocents), stealth eliminations, and of course, liberating the people of Nuevo Liberia (imagine a child of Assassin's Creed and Just Cause's marriage!) 

You traverse the land on foot, saddled on horses, riding on horse-drawn carriages, trains, steamboats, dirigible airships, early forms of aircraft and other interesting vehicles during the early 1900's. Nearly all of the technology of Freedom's Cry is that of the early 1900's (however, since this is Paradox, I would like to give it a REALISTIC steampunk flair, like that of Micheal Moorcock's Nomad of the Time Streams novels). 

{ I would love some feedback and some questions about my project and the world of Paradox. If you are unfamiliar with any of the titles above, I would suggest you to search for gameplay videos on Youtube. I have a library of concept images that I will post sometime later.}

Edited by Khawk
(testing site changes, cleaned formatting)

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the complex adventures of the Elder Scrolls and the mechanics of Assassins Creed

I really like this idea.  The setting's not really my cup of tea though, sorry. :(

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The idea has promise, potentially, but the first thing I'd recommend you really think about is just how large this project is. You're talking about a really large scale game that has tons of content in it. Do you have any programming experience? Are you working in this alone or in a team? If a team, how big is it?

If it's just you...you're going to need to significantly scale back, start smaller, etc. in order to accomplish something in a reasonable timeframe.

Beyond that, the idea could work, depending on specifics.

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 If this post receives 20 replies, then I will continue posting more stuff. 

 

 

 

 

The idea has promise, potentially, but the first thing I'd recommend you really think about is just how large this project is. You're talking about a really large scale game that has tons of content in it. Do you have any programming experience? Are you working in this alone or in a team? If a team, how big is it?

If it's just you...you're going to need to significantly scale back, start smaller, etc. in order to accomplish something in a reasonable timeframe.

Beyond that, the idea could work, depending on specifics.

 Well, I am going to work on this project on my free time (when I'm not at work or school) and (hopefully) release it by Christmas 2017 for free on multiple platforms

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 If this post receives 20 replies, then I will continue posting more stuff.

A friendly word of advice, that sort of attitude doesn't play all that well on these forums.

 

Well, I am going to work on this project on my free time (when I'm not at work or school) and (hopefully) release it by Christmas 2017 for free on multiple platforms

One year of a single person working in their freetime isn't a whole lot of time to produce hundreds of character models, thousands of animations, model a continent's worth of environments, etc.

 

Are you planning to scope back the art by doing this in 2D, or in a minecraft-like aesthetic?

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Swiftcoder, how do you think I could possibly compress all of this into a smaller package? Maybe instead of a dozen maps, only do a few? I already have most of my meshes complete, I am ready to move on to use UE4. And as for animation, I have a huge library of human mo-cap animations ready to use (I do not like animation).

 

 I am open to suggestions.

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Unfortunately, Suliman is right. Game Development is harder than you think.

 

You will probably waste months coding a simple aspect of the game, and never manage to create an even playable demo. Yes, you have your assets ready, but combining them randomly will only generate static levels that lack interactivity. In the end it wont be a game.

 

You could act like a "Script kiddie", throw random prefabs to form a level and call yourself an expert map designer. Write 0 lines of code  and hope the game is representative enough to play the "Money Grab" role.

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If I were you, I would look into modding an existing game. You could toy with some of the ideas you have in an already complete game.

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