Sara Donhildi Adventures is a classic action RPG much like the Gothic series and The Elders Scrolls: Morrowind but not a copy or a remake of them. Since then, many things have changed, we played many games, but very few have come close to the quality and immersion of those first moments. I dare to think that Sara Donhildi Adventures could combine Gothic design complexity level with the freedom of movement and the joy of exploring in Morrowind.
But all this will happen when the game is completed. A role playing game is a complex beast, with many systems: combat (melee, ranged and magic), inventory, quests, NPCs, crafting (my favorite) and above all we decided to make authentication and save online. At least from this point of view will be very different from the games mentioned. You can guess the reasons yourself: piracy and the ability to change the game at runtime without downloading it again.
With this in mind, we will initially develop a series of four or five episodes, which we call adventures, whose purpose is to progressively advance the main game code and art.
We added a new blog post about how to fix the assets created for Unity 4.x, especially the trees with transparency. Read the full article here Saradonhildiadventures.com
Trees must use the Nature/Soft Occlusion Leaves and Nature/Soft Occlusion Bark shader. In order to use those shaders you also have to place the tree in a special folder that contains the name "Ambient-Occlusion".
So, to fix this:
Would the ability to kill ALL the NPCs (friends or foe) in the game be a good feature or a bad one? Friend or foe, villain or innocent alike.
I had an exciting week working on the character controller and combat system. It is not working the way I wanted, but is close enough for now. I will...
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