Survivor:Forgotten World ( Open World Survival RPG)
Survivor; Forgotten World, is a First Person Survival RPG Featuring:
Survivor is not going to hold you by the hand. You shape your own experience and so you
are free to do whatever is needed, but be aware that your journey won't be easy.
The world is there to explore and there will be many things to discover and find,
but it will be no happy adventure, the forgotten lands are harsh and unforgiving,
and you need to try to survive by all means.
Thirst / Energy / Hunger
You need to find food and water and try to get sleep among the constant dangers of the wilderness.
During the game, the player needs to go after his needs and can gather fruit, berries, hunt for flesh to cook, or even combine different kinds of nutrition to a meal.
Resources are limited, so the player can't stick to one location. He will have to constantly explore the island in search of Resources, safe Zones, leftovers, or even treasure, whilst avoiding the dangers of the wilderness and its inhibitants. Specializations, Skilltrees and random components
ensure a new experience over and over.
Complex Crafting System
You are by yourself on the island. You will need to find your own resources and make use of them. This means using wood to craft tools or anything from bamboo fishing rods to stone axes, and use these for varying purposes. You will be able to build small structures and barricades
to fortify your position a bit and improve your chance on survival.
Body Damage Feature
You can get injured, fall, get poisoned, ill, undertemperature, and all kinds of things.
Breaking bones or flesh wounds need to get cured if you want to live on.
Body temperature also plays a role, you need to get dry after beeing in water, and
staying too long in the cold or the heat can have negative effects on your health.
Survivor will feature 4-player online co-op where you can team up with friends and battle the wilderness alongside each other. Survivor is a unique take on the survival genre with many interesting ideas, creating a unique and deep but difficult experience.
Based on UDK
Survivor uses Unreal Engine 3, which has strong graphical performance and allows for an
sandbox open world with rich visuals.
True First Person Motion
Using the True First Person Technique - allowing body awareness and full control over the player's body animations,which adds a whole new level of depth and realism in the game.
A lot more!
Expect a lot of cool features throughout development!
Survivor FW is the perfect game to add any imaginable content.
More will be added to this text, text is not final and contains errors.
Game Media [Latest Update]
The WW2 Shovel, a selfmade bow, and tribe (burning) and selfmade arrows. There will also be
a bone carved tribe bow, as most of our weapons come in 2 or more different kinds.
Models and textures may be replaced and especially textures are not final for
some meshes. (The white arrows are untextured of course)
Thank you for looking into, and stay tuned for more updates! Follow us if you like
- Environment Artist / Level designer
- 3D Modeler
- Texture (Shader) Artist
- (Concept Artist / Animator / others!)
Follow Survivor on twitter! http://twitter.com/#!/risingsoulgames
Check us on moddb! http://www.moddb.com/games/survivor
We are always looking for people to help out, send a PM if you're interested
Last edited by alvarofer0021; 04-19-2013 at 04:23 PM.
no !! my game has this idea too
I would suggest you to play Stranded / Stranded II, I talked with its creator and it was made in the Blitz3D. I'm speaking about Stranded games because Stranded II is the first succes of survival-game genre (at wildness), it has much of good ideas so good luck with your project.
PS. you can use my Kismet first person camera for preparations, slowJusko should to hate me but this camera can be done by novices too in kismet, I'm sure that in the final development it have to be done in UScript and only, though..
I think nobody will read the next words really, but here is an ideal coctail shake of tags that will perform a cool concept of nature survival genre:
-Difficult conditions which are made by difficultness of the game that will let you to..
1.move from previous place,
2.find the food every day,
-Soleness of every motion:
1.food should be picked up from a tree on the first day and should be extracted from hunted animals on the second day. On the third day the main player will catch a fish and on the fourth will live without food. Just an example
2.player should not to return to previous place because of conditions made by you. For example, he will pick up all the berries and wont find them after a day if he would return there
-Parkour, alpinism and climbing, because you made some parkour system so you should to use it, because parkour + wildness = mega extreme, even in a video game. Player should to climb big trees/palms and mountains to move to the B point
-Extreme, on the map it wouldnt be odd to place a big log over the big canyon and player should to go it across. Then the log is being crashed and chunked and the game places a mini-game with slo-mo, "press this key" and etc. Or, to give the player resources and crash his own boat when he will swim near the sharks ..
Wildness, conditions, surviving.. Why not risk and extreme ?
-How did you get there, you need to make an airplane crash or base-jumping off a helicopter, you need to find a reason why cant you find the way back.
-The Exit, the player have to go for very big distance or swim out the island to visit some wooden house with lights in it (there are humans which will give you a help), then curtains are going down and some statistics with nice rock music are being popped up
Last edited by Jarro; 09-09-2011 at 02:37 PM.
Last edited by WHO?!; 13-32-2001 at 06:61 AMPM. Reason: Blew up the signature
Thanks for the suggestions and the game itself is kinda sandbox the player can explore the whole island in search of resources but theres always danger Animals,Snakes etc
So yeah the player needs to be consistently Changing from place to place becouse the resuorces that he gets dont last forever So If the resources in his zone are alredy out he needs to take what he needs and venture in the Wilds for more resources
And i dident setup the first person motion yet becouse im mainly working on the Level + Inventory once i got these 2 sorted out ill work more on the gameplay itself
I would add multiplayer support idea because it is very easy to do with this kind of project ("easy" multiplayer is very rarely here).
Last edited by WHO?!; 13-32-2001 at 06:61 AMPM. Reason: Blew up the signature
Im Done with the Inventory added functions to directly give the item to the player instead of having to Create....Drop to ground and pickup
Added Per Item Weight So if you have lets say 5 items and you are carrying your max weight you cant pickup any items Later as you level up you can Use your skill points to have a bigger Weight Limit
Added True First Person
And Started to code the Skills and Cuteable Trees
Will upload new media once im done with the inventory UI
Added VERY WIP Sprinting Animation + System Seriously 3D animation is not my best So i really have a lot of work to do with the animation
Anyway Here It Is!!
Added the First weapon/Tool you get at the beggining of the game After doing the starting Tutorial to get used to the game mechanics
Last edited by alvarofer0021; 09-12-2011 at 09:20 PM.
1 To watch :)
I will be following this Project, as I have had the same sort of Ideas running around in my Mind for a long time (im just terrible with UDK still )
Added New Update to Main Post (Inventory Menu)
Nice work, how long have you been working on this for?
~Ryan Wiancko - Producer
Ironbelly Studios - AAA Quality Services at Indie Prices
UDK Developer & Service Provider(2D,3D,UI,Animation,VFX,Audio,Code) for PC, Console and Mobile
Thanks (: and well 1 Week soo far
Update 3 ( Yeah i Keep Pushing Updates )
*Players can now Use/Eat items from they inventory
*Added Debug HUD For player needs
*Added a new sprinting animation Still it needs some work
*The Inventory now displays player current inventory weight and max Weight
And heres a new video showing the sprinting New Animation and the inventory work
Feel free to critisice And give out your opinions
Last edited by alvarofer0021; 09-14-2011 at 04:45 PM.
is your inventory a scaleform one? and how do you call it up if it is not one?
I like your premise keep up the good work
Thanks and Yes its using the scaleform classes only a ScrollingList that i populate with a array containing the player items
*Added Support for dropping Items
*Player can cut trees using a pickaxe
*Added Sleeping (Still kinda buggy when switching animations)
When the player starts to sleep The day moves faster since it changes the time dilatation to 4.0
And video showing sleeping
I know that the tree spawns barrels atm i have no model for wood
wow looking cool allready. I'm curious on how you got those things working so well
Thanks by the way The moddb profile has been opened! Be sure to take a look here http://www.moddb.com/games/survivor
Yea tis lookin good! keep at it, i am pretty sure you will find some artists soon enough.
New banner! by our new gfx artist Sharki GFX!!!!!!!!!!!!
and video showing the wood cutting mechanics
Also check the moddb profile Becouse our new gfx artist Just did a TON! of new Pictures and media for the profile!
Last edited by alvarofer0021; 10-12-2011 at 07:27 PM.
looks cool hope to see more!
Thanks! Ill upload a new mockup of the inventory soon
Here it is
Design by srhike gfx and scripting by me
THANKS TO MATT DOYLE:for telling me wich Clik widget to modify to get a custom Scrolling list
and i only have to add icons support
very nice I have something similar but with more features for my game other tan that keep it up and nice.
Can't wait to see more moving along very nicely
Thanks! with the current members we have the content is going quite well and nice im finishing off the campfire mechanics
Well Right Now! We are looking for TALENTED 3D Animators and Level Designers If you would like to discuss About any of those 2 positions Feel free to send me a PM
Looking good, keep it up!
Thanks !! Our Level designer is back So Except more pictures regarding the levels soon!
video showing of the new Stick/Axe combos And a bit how the melee system works
progress on the watch interface( i do know the flash movie looks VERY small trying to fix it)
Worked more on the watch fixed the size added new ui and did all the functionality ( Shows real game time ,and the PM text changes based if its PM,Or AM like 2:14 PM etc);
still need a bit more of work but im getting done
Hello again its me! Im working right with Eric our GFX Artist In getting the new HUD Design on UDK Heres a picture of the current state
I'm definately going to keep my eye on this project. When this is finished I will almost certainly buy it. You should post this on Reddit in r/gamedev, the guys there will love to see this project.
Really interesting to see all the tech work behind your game. Some pretty fresh stuff happening, will definitely be following your progress. I really like how you break down all your information too, may take a few hints from that when posting
Keep up the great work!