Metruh Engine completed
Today, concluding with a long successful testing session and ironing out some of the last bugs, marks the day that the Metruh Engine has been completed. This is a huge step in making the game of my dreams become a reality. For the last few months, Ive already started working heavily on the actual content from my game, but the Metruh Engine now beeing finished means I can now commit fully to using it to create my dream RPG game project.
In February 2019, I will have worked for 5 years on this project. Its been a long road, the project has evolved alot since then and its turning out better than I could have ever hoped back when I first started. It was a magical moment when I finished my first player character model after almost 5 years of work and walked around with it on the map. The graphical fidelity that I now manage to achieve is better than anything I could have ever hoped for when the project first started. Back when I first started this project was around the time the marketing campaign for the Witcher 3 really started to pick up and I would daydream about my game at some point maybe reaching a comparable graphical fidelity. Now its looking like my RPG will actually look better than the Witcher 3 in some places.
Of course the Metruh Engine will continue to evolve as the project progresses, but now the progress of the engine is driven by the development of the game itself.
All in all, the engine now includes the following features:
- Intricate TPS movement and camera
- An in-depth and skillful combat system
- Intelligent and easily modifiable enemy AI
- Completely custom HUD and UI
- NPC and Dialog System
- Quest System for handmade quests
- Quest System for radiant/randomized quests
- Pickup system
- Interaction with the world through abilities
- A system for slight randomization in the world
- Intricate character progression (levels, stats, perks)
- System for unlockable additional abilities
- Item and Inventory system
- Map system
- Underwater gameplay
- A puzzle system
- A powerful level of detail system
- An adventure game like object "repair" system
- Readable notes
- Custom tooltips
- Multiplayer with up to 6 people
Probably even forgetting some of the smaller features I implemented. And all of it working in a huge open-world game environment.
Finally, here are some screenshots from a work in progress environment from my game. Though its not finished yet, all the assets here are created using photogrammetry/3d scanning real-life objects:
Hope you like it!
The more the project progresses, the more Im confident that I can deliver a SC2 mod that has a level of quality, intricacy and scale that has never been seen before and is rarely ever seen in fan projects overall. Of course I also have to thank all the people who supported me along this journey. In the coming months, a full reveal trailer will be released and I cant wait to show you guys what I have been working on all these years.
I will continue to post updates for this project here until the full reveal. And I hope that it will excite you just as much as it does me.