A 3D action RPG, complete rip-off of the Dark Souls formula, developed in UE4/C++.
First stage of this project is to try and get as close as possible to the Dark Souls mechanics and internal systems, with all the gritty details:
- Locomotion
- Stamina
- I-frames
- Limited input buffering
- Poise and hyperarmor (DaS1 version)
- Counter damage and staggerframes
- Animation cancelling (DaS2 version)
- Parrying and backstabs (Bloodborne version)
- Deflection
and so on. Second stage is to apply a custom spin on the formula, mostly being faster combat and heavy modifications to the gamemode. Im considering procedural level generation and a roguelike setup, or a round-based multiplayer game where two teams start at nothing and race for equipment and levels, to face off in intermittent invasions and a final climactic fight.
The project is currently sorely lacking an artstyle because realism sure as fuck won't work out on the planned scale, as well as good and numerous animations.