Skip to content

Game Vision

FatherNoTimeGames edited this page Sep 30, 2026 · 1 revision

01 - Game Vision

The Core Concept

A 3D Action-RPG where the player controls a single Main Character (MC) accompanied by a party of up to 4 AI-controlled NPCs. The game seeks to capture the long-term engagement, world-immersion, and party-synergy of MMORPGs, adapted for a curated, systemic single-player experience.

Aesthetic Pillar

  • Visual Language: Early PS1/PS2 Silent Hill. Dense fog, muted palettes, decay, liminal spaces.
  • Setting: High Fantasy Medieval. Grounded, harsh, and overgrown.
  • Atmosphere: The result of Divine Abandonment and the residual dust of a cosmic "Cleansing" event.
  • The Skybox: A massive, intact, glowing "Blue Moon" dominates the sky. It is actually the ancient Barrier, orbiting the planet.
  • Narrative Delivery: Environmental storytelling first.

Combat & Controls

  • Perspective: Locked to the Main Character.
  • Combat Style: Methodical Real-Time Action.
  • AI Control: Companions via Gambit/Behavior Tree system.

Progression & Builds

  • Classless System: No rigid classes. Hybridization and synergy.
  • Use-Based Progression: Skills level through use.
  • The Support Slot: Emphasis on hybrid support/enabler roles.
  • Solo Viability: Clearable entirely solo.

Engine & Technical Pillars (Godot 4)

  • Atmosphere: WorldEnvironment fog, custom Sky shader for the Blue Moon, careful lighting.
  • Action Combat: CharacterBody3D, AnimationTree, hitbox/hurtbox.
  • Navigation & AI: NavigationAgent3D, Behavior Trees.
  • Modular Characters: Visual gear swaps, dynamic ability animations.

02 - Worldbuilding & Lore 03 - Systems & Mechanics (Pending) 04 - The Current World & Factions (Pending)

Clone this wiki locally