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Abstract: Live a true survival experience within RPG mechanics.
Genre: Survival / RPG
Development stage: Engine almost complete. Most maps raw but ready. Little custom graphics. Most UI ready. Lacking closed doors testing.
Story: The game has discarded all story telling, favoring the different experiences that each player gets to go through.
Recruitment: Looking for help with graphics (characters, battlers, tiles, icons, flora & decorations) and music!
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Archive Cognition videos (previous codename for Unveil)
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Most of the features mentioned below are already implemented.
- Time, Weather (algorithmic simulation), Day/Night visual cycle — Learning to read the weather, and planning ahead of the sun, are both key instruments for daily survival. Weather runs on a true simulation layer for the player to rely on different hints for weather prediction, sometimes at a subconscious level.
- Energy — Hunting. Planting & Harvesting. Fishing. The Energy mechanic pushes the player to keep exploring, finding new food sources to eat and keep Energy up. Energy is consumed through time and spent performing several activities. Depletion causes death.[/*]
- Learned and weapon-bind skills — Some skills can be learned, and activated before combat to make your own strategy. Weapons however, come with their own set of moves, and you may only use one weapon at the time. Choose wisely.
- Harvesting & Crafting — Collecting every resource possible is a must to ensure survivability. The player must adventure to harvest these elements. Some like plants and trees grow periodically if the soil remains humid (by rain). Food can be eaten, tools & weapons can be crafted or upgraded. The game relies a lot on this mechanic.
- Token Upgrades — Unlock Tokens by accomplishing unique activities within the world, and exchange them with gained Wisdom points. These Tokens increase your stats and provide unique effects during battle, like a chance of gaining Attack Up on hit, or cleansing a Negative Statlet every X turns.
- Full HP, replenishing Stamina battle model — HP replenishes at the end of every battle. If the party looses a battle, they become wounded for 12 hours, not recovering HP after a battle and dying if loosing a battle again. Stamina is consumed by all moves, and is replenished by 5 (modified by Statlets) always, at the end of every turn. The party can potentially loose any battle, as the game does not relies on "damage over X amount of battles" for the party to be endangered. Even small battles can get tactical.
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About releaseI am working on the latter stage of the game, which includes player testing, feedback, rethinking & balancing, implementing and repeating the process. The game is scheduled to release on the 3rd quarter of 2014.
The first episode is also the biggest release, as the whole engine has been built to make the game work. Further episodes will be released just a few months one after the other, allowing continuation of current save games.
Credits:The game is under development and I am not sure which resources will I end up keeping or getting on my own to maintain uniformity. However, this is what I am using so far:
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Follow! Unveil website:
http://unveilgame.com/YouTube channel:
https://www.youtube.com/user/UnveilGameTwitter:
@UnveilGame