At what state is the game and on what engine is it being made?
expand_moreThe game is being created on the Unreal Engine 4, but in the future, we will transfer the project to UE 5. At this stage, the game is at the alpha testing stage.
How long have you been doing this project?
expand_moreWe started full-fledged development in January 2020. In February 2021, we released the alpha version of the game.
How can I play Your Game?
expand_moreTo play Your Game, you need to buy it and specify your email. You will receive the activation key, submit it and enjoy the game.
Will the game offer the possibility of destroying a city, or just capturing it?
expand_moreThe capture or destruction of a city has serious consequences. Because we strive to show the relations in the world as they are, after such a raid this person becomes the enemy of the crown personally. And such people do not live long. Plus the raid will be difficult. You will need to prepare for it, like bank heists in GTA. That is, collect information about the city, about the garrison, the number of guns (bribery or other actions), and also prepare your team for this. It is also important to consider the jackpot that you will receive as a result of the raid, because you will suffer damage in the form of human losses and the cost of restoring the ship. All of this should pay off with interest if you decide to take such a step. Because the consequences will be inevitable.
Will the technical version change?
expand_moreWhen designing a full-fledged game, we will create another system of mechanics, since RootMotion, which is currently being used, does not give us the opportunity to implement a complex system of movement and interaction of the character with the world.
The combat system will also be different, following directly from the first paragraph. Speaking of rolls, during a fight they are much less realistic than dodging.
The important part is the sea. The implementation of water is now in a very simplified form, since Epic Games is testing it on UE4. I think they will finish it in UE5. UE5 will have a different physics engine, named Chaos instead of PhysX. This is related to the fact that we did not begin to work out in detail the physics of objects, also, naturally, water will contain a completely new physical system.
Is the game supposed to have vehicles other than ships?
expand_moreThe ship will be a full-fledged unit. Full ship movement, Tactical crew control.The ship is the sailor's home. This is what we want to implement.
Regarding the combat system on ships. Many factors will affect the battle: the training of the team, the state of the ship, its load, weather conditions, the condition of the rigging, I also think we will introduce tactical command control during the battle.
Will there be gambling in the game?
expand_moreWe plan to add cards, bones, cockfighting, maybe chess for the nobles, they can also be played with.
What exactly do you need to fix in terms of combat? I'd love to see a non-random stunlock system in battle.
expand_moreRandom cannot be ruled out in any case, since otherwise, we will run into a large number of buttons involved, which will be very inconvenien. There was an idea to make the attacks depend on the direction of the mouse, but there are also nuances here, because the sensitivity is different for everyone, this mechanic will work better on the joystick, so for now we will leave it as it is, just fix the bugs. Further, we will try different options for combining strikes, evasions and counterattacks. Moreover, the whole system should work on the principle of one hit damage with division into body parts. But that's not the pre-alpha's job.
Where can I buy the game?
expand_moreThe game will presumably be sold through Steam and Epic Store services.
At what stage is the project now? Tell
us about your immediate and long-term plans.
expand_moreNow the most important priorities for us are: finding sources of funding and popularizing the project. Also, the possibility of gaining access to the UE5, since the structure of the engine has changed a lot, without understanding it, we cannot work either on the code or on the content. When we solve all these problems and start working on the game, we plan to create a technical cut, then a full demo version, which will include all aspects of the game and the beginning of the storyline.
What games are you inspired by?
What games do you compare yours to?
expand_moreThere have been very few really great projects in recent years. The Witcher 3, Mass Effect series and GTA, RDR. But we are inspired in many ways by the Witcher in terms of the excellent implementation of quests, dialogues and plot, as well as RDR 2 - this is the bar to which we are trying to be equal in many aspects.
How big will the settlements be?
What activities will wait in them?
expand_moreThere will be cities, villages, Indian settlements. Their size and density will directly depend on the number of events we have invented. For us, the criterion is the balance of the number and size of settlements versus their full history. We don't want to create big empty cities with nothing to do. Better to let them be smaller, but more colorful. In addition to compact villages, we plan to implement a number of large cities, one of the goals is a detailed study of Havana.
What's the story about? Who is our protagonist?
expand_moreThe story will be about a guy, a pickpocket from the suburbs of London, who, due to the threat of the gallows, had to move to the New World, joining a privateer ship as a sailor. He very quickly mastered navigation and became a navigator on this ship. This is a purposeful person, rather not stupid, from childhood having an idea of the principles adopted in the criminal environment, he very quickly got along with the team and won respect. Sometimes cruel and at the same time fair, he could lead people. The game will begin at the moment of the event that will bring the hero as close as possible to the gallows and the player will have to move it as far as possible as it progresses, in this aspect we are inspired by the work of directors such as Guy Ritchie and Quentin Tarantino.
What will the combat system look like in the game? What games does it look like more? How important are parries and dodges? Will there be strong blows?
expand_moreWe plan to implement a system close to historical prototypes, abandon the usual life strip, implement a damage system to the limbs, and we consider Hellish Quart as one of the references of the game project. The fundamental difference will be that this game implies a duel style, but we will make complex mechanics for fighting with several opponents, as well as the mechanics of interaction between the player and the NPC during boarding. We will expand this system by adding elements of throws, assisted strikes and the use of third-party items. It is important for us to get a fight without rules at the end, to make the fight dynamic, convenient, without simplifying it. Those. Create a symbiosis of Hellish Quart with For Honor dynamics.