Third Person Action J-RPG

Project Description

Over the last years, I've been doing quite a lot of experiments and playing around with ideas. It would be a nightmare trying to show them all, so instead I will talk about the most ambitious (and cringiest) project I've worked on.

It is essentially an un-released fan-game about a well known anime show. The game is mainly inspired by the J-RPG genre and features a semi-open world, story, lots of NPCs, a free-flow combat system,… Everything was done by me, art and code - with the exception of a few paid 3D assets.

This was done over the course of 6 months in my spare time.

Let's get in-depth with the mechanics.

Environment and NPCs

The hardest part of this project was to build systems on top of the engine to achieve a modular story-building system and dynamic NPCs. My goal was to make something similar to games like Skyrim or The Witcher 3 and how they build their worlds.

I ended up creating my own three systems to make it work:

  • A branching dialogue tool

  • A NPC management/schedule system

  • A modular story builder

With this three, I was capable of getting pretty close to what I had in mind. There were a lot of obstacles and problems, such as handling NPCs who weren't part of the actual scene but still needed to be updated.

Two of these systems are hosted on GitHub, though I didn't had the time to properly document them, but in case you are curious:

[https://github.com/MrAlvaroRamirez/NPCScheduleSystem]

[https://github.com/MrAlvaroRamirez/BranchingDialogueGraph]

Free-Flow Combat

The combat system was mainly inspired by these two games:

  • Spiderman (Insomniac Games)

  • Batman Arkham Saga (Rocksteady Studios)

It was driven by a Hierarchical State Machine and a modular Ability System. Both of these allowed for an easy integration and iteration of mechanics. The AI of the enemies was nothing very fancy, but I implemented some group management to coordinate their attacks based on the rest of the foes in the near area.

Again, I hosted the code of the prototype in GitHub for archiving purposes:

[https://github.com/MrAlvaroRamirez/ThirdPersonActionHSM]

Character Customization

Lastly, I wanted to showcase the character customization. It's not very deep since I didn't want to spend much time creating the assets, but it does the job pretty well.

Third Person Action J-RPG

Project Description

Over the last years, I've been doing quite a lot of experiments and playing around with ideas. It would be a nightmare trying to show them all, so instead I will talk about the most ambitious (and cringiest) project I've worked on.

It is essentially an un-released fan-game about a well known anime show. The game is mainly inspired by the J-RPG genre and features a semi-open world, story, lots of NPCs, a free-flow combat system,… Everything was done by me, art and code - with the exception of a few paid 3D assets.

This was done over the course of 6 months in my spare time.

Let's get in-depth with the mechanics.

Environment and NPCs

The hardest part of this project was to build systems on top of the engine to achieve a modular story-building system and dynamic NPCs. My goal was to make something similar to games like Skyrim or The Witcher 3 and how they build their worlds.

I ended up creating my own three systems to make it work:

  • A branching dialogue tool

  • A NPC management/schedule system

  • A modular story builder

With this three, I was capable of getting pretty close to what I had in mind. There were a lot of obstacles and problems, such as handling NPCs who weren't part of the actual scene but still needed to be updated.

Two of these systems are hosted on GitHub, though I didn't had the time to properly document them, but in case you are curious:

[https://github.com/MrAlvaroRamirez/NPCScheduleSystem]

[https://github.com/MrAlvaroRamirez/BranchingDialogueGraph]

Free-Flow Combat

The combat system was mainly inspired by these two games:

  • Spiderman (Insomniac Games)

  • Batman Arkham Saga (Rocksteady Studios)

It was driven by a Hierarchical State Machine and a modular Ability System. Both of these allowed for an easy integration and iteration of mechanics. The AI of the enemies was nothing very fancy, but I implemented some group management to coordinate their attacks based on the rest of the foes in the near area.

Again, I hosted the code of the prototype in GitHub for archiving purposes:

[https://github.com/MrAlvaroRamirez/ThirdPersonActionHSM]

Character Customization

Lastly, I wanted to showcase the character customization. It's not very deep since I didn't want to spend much time creating the assets, but it does the job pretty well.

Third Person Action J-RPG

Project Description

Over the last years, I've been doing quite a lot of experiments and playing around with ideas. It would be a nightmare trying to show them all, so instead I will talk about the most ambitious (and cringiest) project I've worked on.

It is essentially an un-released fan-game about a well known anime show. The game is mainly inspired by the J-RPG genre and features a semi-open world, story, lots of NPCs, a free-flow combat system,… Everything was done by me, art and code - with the exception of a few paid 3D assets.

This was done over the course of 6 months in my spare time.

Let's get in-depth with the mechanics.

Environment and NPCs

The hardest part of this project was to build systems on top of the engine to achieve a modular story-building system and dynamic NPCs. My goal was to make something similar to games like Skyrim or The Witcher 3 and how they build their worlds.

I ended up creating my own three systems to make it work:

  • A branching dialogue tool

  • A NPC management/schedule system

  • A modular story builder

With this three, I was capable of getting pretty close to what I had in mind. There were a lot of obstacles and problems, such as handling NPCs who weren't part of the actual scene but still needed to be updated.

Two of these systems are hosted on GitHub, though I didn't had the time to properly document them, but in case you are curious:

[https://github.com/MrAlvaroRamirez/NPCScheduleSystem]

[https://github.com/MrAlvaroRamirez/BranchingDialogueGraph]

Free-Flow Combat

The combat system was mainly inspired by these two games:

  • Spiderman (Insomniac Games)

  • Batman Arkham Saga (Rocksteady Studios)

It was driven by a Hierarchical State Machine and a modular Ability System. Both of these allowed for an easy integration and iteration of mechanics. The AI of the enemies was nothing very fancy, but I implemented some group management to coordinate their attacks based on the rest of the foes in the near area.

Again, I hosted the code of the prototype in GitHub for archiving purposes:

[https://github.com/MrAlvaroRamirez/ThirdPersonActionHSM]

Character Customization

Lastly, I wanted to showcase the character customization. It's not very deep since I didn't want to spend much time creating the assets, but it does the job pretty well.

Álvaro Ramírez, 2024