Revealing Wise Alien's first project, Primaeval is a 3rd person action Adventure dungeon crawler game featuring interactive logic puzzles and engaging melee and magic combat system.

Melee Combat System

The game adopts a tactical real time physics based melee combat system with wide range of attacks and moves, the player has a full control of his character, both successful and failure attacks have their respective consequences. in addition, the game features several types of weapons each with it's own play style.

With 3 types of attacks ( normal, heavy and ultra) player can perform several attack combos as some attacks can be chained together depending on the player's hand position at the end of the first attack and the start of the second one.

The melee combat system was designed to give the player a fairly reworded and fun experience, the bloody flying limbs of your enemies will guarantee you having great moments of excitements.

Magic Combat System

The magic system in Primaeval is a symbol based system and heavily relies on player's memory , a magic spell may be represented by one or more symbols written on magic scrolls. During combat, the player has to remember the correct symbol that represents the spell he wishes to cast and draw it quickly to activate the spell, otherwise the player will need to reopen the scroll and waist a precious time.

Artificial Intelligence

AIs in Primaeval were designed to be challenging and merciless, a horde of enemies wont' tackle the player one by one but instead they'll attack together whenever it's possible and it's the player's job to tactically choose the best gameplay style to deal with this situation depending on his current equipments and weapons.

Puzzles

Primaeval has many logical and mechanical puzzles designed to tease the player's brain and sometimes frustrate him!


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Primaeval Update #4: Two-Handed Swords Combat


In this update I show the implementation of Two-Handed Swords in addition to AI, combat and graphical improvements.

Two-Handed Swords are extremely slow and consume a lot of stamina, on the other hand they deal great damage with high limb slicing chance and cannot be disarmed, in addition they have a disabling impact on the enemy, meaning whenever a character takes a Two-handed sword hit it will be disabled for a short period of time.

Blocking Two-handed sword attack with a weapon has additional stamina cost, this gives Two-handed swords a great disarming ability as the disarming occurs when blocking an attack with a weapon while the stamina is lower than a specific threshold AND the attacker's stamina at the same time.

Obviously a shield cannot be used along with Two-Handed Swords, but with the right timing Two-Handed Swords can efficiently be used to block enemies attacks. however, this become more difficult when engaging with more than one enemy.

Combat improvements

  1. 2 Handed sword implementation.
  2. Health magic spell: can only be casted on enemies that are in disabled state.
  3. Disarming feature: disarming occurs when blocking an attack with a weapon while the stamina is lower than a specific threshold AND the attacker stamina at the same time.
  4. Kick animation.

Graphical improvements

  1. custom character shader.
  2. animated bleeding wounds on character's body, the wounds are aligned with the direction of the received hit.

AI improvements

  1. implementing disarming feature for AI.
  2. AI can use any weapon of any type.
  3. when disarmed AI will pick up the closest weapon of any type.
  4. more flexible and adjustable AI behavior.
  5. improved collision detection prevents AI from occasional overlapping with other objects.

That was all for this update, hope you like it and stay tuned.
see you in the comments!

Primaeval Update #3: Magic Combat - Ice & Fire

Primaeval Update #3: Magic Combat - Ice & Fire

News 17 comments

In this Update I show the magic system in action and some other minor improvements.

Primaeval Update #2: Blunt Weapons

Primaeval Update #2: Blunt Weapons

News 11 comments

This update shows the Blunt weapon combat implementation and some animation and graphical improvements.

Primaeval Update #1: Sword combat

Primaeval Update #1: Sword combat

News 2 comments

The first video update for Primaeval revealing some in game features.

Top Upcoming Indie Games of 2014 - Players Choice

Top Upcoming Indie Games of 2014 - Players Choice

Feature 7 comments

The votes have been tallied these are your picks for Upcoming Indie Games of 2014

Post comment Comments  (40 - 50 of 56)
Dragamyre
Dragamyre - - 602 comments

How many people are developing this game? Looks stunning! Shouldn't this game be open world?

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WiseAlien Creator
WiseAlien - - 50 comments

Thank you, actually WAG is a one man team so this episode of the project wont feature any open worlds, it will be focusing on combat and puzzles with a specific story line.However, IF this episode succeeded I'd definitely start extending WAG team so we will be able get things done faster and make a second episode with an open world.

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Dragamyre
Dragamyre - - 602 comments

This should be successful i guess. How would success look ?

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WiseAlien Creator
WiseAlien - - 50 comments

A financial success, after all no one will work for you for free!

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Dragamyre
Dragamyre - - 602 comments

There should be atleast 0.000000002% people in world, that would work with you for free. Till you start erning. :D

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WiseAlien Creator
WiseAlien - - 50 comments

You are right, unfortunately I can't find any!

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Kamizzzu
Kamizzzu - - 27 comments

Looks great,hope you dont drop this project and hope to see you greenlit on steam)

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WiseAlien Creator
WiseAlien - - 50 comments

Thank you, glad you like it :)

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TakerVC
TakerVC - - 6 comments

The reaction to the hits will be always the same? The animations looks good, but seeing the same animation with the same hit over and over again... :/

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WiseAlien Creator
WiseAlien - - 50 comments

Thank you for your feedback, for blunt weapons there are 3 hit reaction depending on the attack direction, I've done some experimenting on physical based hit reactions but it had a high performance overhead! may be I'll give it another shot sometime!

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LonelyKnightess
LonelyKnightess - - 841 comments

The combat looks great though if I may, the animations and such seem to lack a bit of weight.

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WiseAlien Creator
WiseAlien - - 50 comments

Thank you for the feedback, I wonder if it's about specific animations or all of them? cuz as you may know, when someone works on one project for a long period of time they eventually loses the ability to recognize their flaws especially animation flaws!

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LonelyKnightess
LonelyKnightess - - 841 comments

I think it has to do with how your guy just sort of moves his arms. He doesn't really seem to follow through with the strikes, and he can do things like reverse his swing without causing any loss of momentum.

Once again, looks awesome, just my two cents.

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WiseAlien Creator
WiseAlien - - 50 comments

Thank you for the great feedback:)

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