Inspired by Fallout 1 and Fallout 2, Crimea borrows some features from Diablo and Commandos. Though with a focus on the combat system you will also enjoy wandering around, exploring new locations, trading and performing quests in this particular post-apocalyptic world.
Crimea. 12 years after the collapse of the Second Soviet empire.
Troublous times of KGB Inquisition and militant Kremlin homunculus sank into oblivion. But the deep scar they left in people's mind continued to bleed. A new evil, even more cruel and insidious, made a nest somewhere deep in Crimean mountains. Scorched by the sun and hopelessly irradiated, the island is soaked in toxic waste and blood. Those who remain are fighting to survive the endless struggle. They have nothing except numerous questions.
What is the source of the radiation?
Where do these scores of mutants come from?
Who cut the deep channel separating them from the mainland?
It was one of those grim days of desperation when the next gang of robbers appeared on dark horizons of the Salt Desert. And your tribe decided to fight.
As you can see, significant part of the work has been done. Battle mechanics, inventory system, weapons, AI, user interface, models and animations, etc. - this is a result of our 2-years work. The most exciting – new locations, settlements, quests, monsters – is coming. This is also is the most time-consumptive part of the development.
To complete the game according to our plan (by the end of 2015) we need $37,500 funding for cost of living and software licenses. To make the game really fascinating we are also looking to expand our team with new professionals and buy new content (3D models, monsters, inventory items) for our expanding game world.
Every amount we receive from you will help us release the game faster and will make it better. Ideally, we'd like to implement all the features listed in the Stretch Goals section.
Key Features:
- 3D engine. Imagine Fallout2 gameplay with an option to zoom in/out and rotate the camera, adjust resolution and quality, using hills and roofs in combat. Realistic day/night cycles, water reflections, particles, fog and rain – all these features are supported by the modern 3D engine.
- Turn-based combat with some improvements. Now you don't need to wait for every combat member to take its turn. Instead of successive moves all members (except the player) take their turns simultaneously.
- Traps and mines. Use them to undermine enemy forces. From hornet's nests and bear traps to plastic explosives – all's fair in love and war.
- RagDoll physics. Killed enemies fall more realistic. Those who like walking on the roofs, sometimes perform complex acrobatic somersaults before they die.
- Lock picking, Stealing, Gambling. In the development we set realistic goals, and some of these features can be implemented in the expanded version only. Though we've made tech demos for you to check them out online on the game's website. These features are not just skills depending on your stats. To pick a lock you'll have to choose the right shape of each section of a Decoder pick, with a limited amount of attempts. For successful stealing you should take into account sights of view those people who could see your action.
- Improved AI. So called 'realistic perception' was borrowed from Commandos series. You can sneak behind enemies and use terrain objects to lurk. Don't get into the field of view of your opponents and don't use firearms until you are noticed or they will raise alarm and call for their companions. Note that some armor like helmets, gas masks, sunglasses affect perception.
- NPC-satellites. People and other animals will join you, if you are able to interest them with something. 'Something' can vary from common ideas to few screw-nuts (main currency on the island).
- Open World. Wander through vast Crimean wastelands and feel the spirit of freedom and post-apocalyptic reality. Travel using global map and explore random locations with diverse enemies that will not let you get bored.
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