
You are but a Mortal, yet the world will live on
Let me tell you a story,
This is your story~





Living World Project

You had been reincarnated into this new world.
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What will you do?
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How will your presence affect this world?
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How will you shape your legacy in this evolving world?
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Will you become the hero who will save guard this world?
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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.
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