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Kenshi is a free-roaming Role Playing Game, with a Real-Time Strategy influence. Its squad-based, meaning you have a whole team of characters who can split up and go to different ends of the world. The game world is 400 square km of seamless terrain with a world map screen for fast-travel, Fallout style. You can play with one character, or with 50, and there are advantages to both. Combat is real-time and is based on swords and bows, action beat-em up style but with RPG stats influencing the outcome. No Magic. No fantasy cliches. Think of a combination of X-Com Apocalypse and Oblivion. Features - Original take on the RTS-RPG hybrid genre. No "hero" characters- everyone you meet is an equal.
- Freeform gameplay in a seamless game world stretching over 400 square kilometers.
- Unique real time combat system, based on motion capture and developed by an actual martial artist and sword practitioner. Despite being an RPG, combat is action-game-grade and fast paced. No longer do characters stand there like idiots taking turns to hit each other. There are no "dice rolls", game mechanics are not based on archaic board game rules.
- Intelligent AI that allows for characters to reason and achieve long-term goals. Squads work together and drag their wounded to safety.
- Variation and possibilities of gameplay. Be good, be evil, be a buisness man, be a theif, live in a town, live in the desert, join the army, fight the army, travel alone, travel in hordes, build a fortress, raze a city.
- Dynamic, ever changing world. Support or hinder whoever you wish, or keep to yourself, the world won't stop moving. This is not just a "game", you are living and surviving in a simulated world.
- Realistically balanced gameplay. You're not great and powerfull. You don't have more 'hitpoints' than everyone else. You are not the center of the universe, and you are not special. Every character and NPC you meet is an equal, with the same abilities as yours. The world does not level up along with you, and the shops don't change their inventory to only items matching your level.
- Independantly developed with no design influences, or alterations dictated by men in grey suits who have never played a game before in their lives.
- Powerfull physics engine capable of dynamic fluid, cloth and destructable metal physics.
- Original game world. There are no fantasy-knock-off cliches. No magic.
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Sunday, 28 June 2009 12:19 |
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Its a while since the last progress update and I've done so much I can't remember. I now have a bare empty terrain of 400 square km, and the game is starting to actually look like a game rather than a tech demo. There's a proper title screen that leads to character generation and stats. The main work has been on the underlying system that manages all the content in a seamless world, loading and unloading things as they get too far away yet still keeping them functioning. There's basic dialogue now too and soon I can start actually adding some initial content. Although the first release will definitely be very bare, I hope to at least make it an interesting sandbox for people to play around in. Then things will build from there.
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