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You are but a Mortal, yet the world will live on

Let me tell you a story,
This is your story~

Living World Project - Update 5 - NPC basic attack
01:09
Living World Project - Update 4 - UI and Health damage
00:30
Living World Project - Update 3 - Hit Reaction
00:29
Living World Project - Update 2 - Target Lock
00:58
Living World Project - Update 1 - Combat
00:45

Progress Updates

Living World Project

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You had been reincarnated into this new world.

  • What will you do?

  • How will your presence affect this world?

 

  • How will you shape your legacy in this evolving world?

 

  • Will you become the hero who will save guard this world?

 

  • Or are you the catalysis for the world's corruption?

 

Whatever you do, whatever you desire, this is your story~​
 

LivingWorldProject is an open-world sandbox ARPG. 

Current Status: Proof of Concept

Platform: PC

​Genre: Open World Sandbox ARPG

Type: Singleplayer

Planned Features

Death is not the end

When you died, you will reincarnate into a different body, with your memory of the world intact. 

How will you manage in this new body?

Just remember this: "You are but a mortal...but the world will live on."

Dynamic NPC

Every inhabitant of this world have their own personality, traits and desires. 

They will act according to their personalities. 

Do becareful and don't get backstabed.

Relationship System

Each different npc will have different opinion to other npcs.

 

This will be based on their personality as well as events that happens.

 

A friend might become foe. An enemy of an ememy might even be the best ally.

What will you do as your ally turn on each other?

*Note: All features are subject to changes.

Potiential Features

Memory System

Both player and NPC as they interact with the world will retain different memories.

From strangers that they met who might become friends or foe. To locations of people and events. 

This could lead to gossips or valuable information. Such as a NPC had witness an assassination attempt.

Dynamic Quest System

NPC depends on their desire might offer player different quests and rewards. 

This could be from escorting a merchant caravan, joining a treasure hunting squad, to assassinating an important character.

Whether you choose to accept is upto you. But do remember, there might be different consequences depending on your choices.

Attribute System

Inhabitants of this will (Both Player and NPC) will have different attributes that will determine their abilities. 

This range from strength to intelligent to diplomatics and many more. 

This attribute point will govern what abilties they can perform in this world. From combat to magic and more.

 

As inhabitants ages, they will gain or lose attribute points. 

There will be many other ways to gain or consequence that will cause loss of attribue points.

*Note: All features are subject to changes.

Dev Logs & Updates

Planned and Current Progress

Demo Release Features

Base NPC Logic

NPC go home after work

NPC Sleep at night

NPC to eat food when hungry

Base System

Player Movement

Combat System

Target Lock

Hit Reaction

Health Bar

Getting Damage

Execution

Death

NPC enter combat if provoked

Sword + Shield

Base Combat Attack

Combat mode and non combat mode switch

Combat Jump

Combat Dodge

Skills

Deer Combat and behaviour

Base Combat Attack

Skills

Rest/sleep

Eat food

NPC General System

Random NPC name

Random NPC Gender

Random NPC HairStyles

Random NPC Clothes

Opinion System

Memory System

Death soulbind system - Phase 1

Random soulbind to specific soul/npc upon death.

Other General System

Save System

Game Menu

Game UI

Phase 1 quest system

Hunt board - random hunt x amount of monster

Herbalist NPC logic

NPC go look for wild plants

NPC gather wild plants

NPC go to Market Store to sell wild plants

Alchemist NPC logic

NPC go to Market Store to buy wild plants

NPC go to Alchemy/Potion shop to brew Potions

NPC go to Market Store to Sell Potions

Farmer NPC logic

NPC to water and gather crops

Tarven NPC logic

NPC go to bartender to buy drinks

Player go to bartender to purchase food items

Player hire a bed to stay for the night

Hotel Customer NPC logic

NPC go back to hotel to sleep at night

Guardsman NPC logic

NPC go to guard quater to change armor

Guard quator contain bunk beds

village Guards NPC logic

NPC guards patrol areas

NPC guards have day and night shift

Village homes NPC logic

NPC go home to sleep

NPC go home and eat

Hunter NPC logic

NPC go look for animals to hunt

NPC combat with animal

NPC go to hunter guild to sell loots

Pre-Alpha Relase Features

Death soulbind system - Phase 2

Soulbind base on life interactions

Transport/Courier NPC Logic

NPC to pickup scheduled work

NPC to transport goods from point A to point B

Reception NPC to NPC interaction for schedule delivery work.

Hairdresser NPC logic

Player talk to NPC to change hairstyle

Waiter NPC logic

Waiter deliver food to Customers

Resturant Customer NPC logic

NPC go sit at table order food and eat

More to be added

Stay In The Know

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