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Elium is a non-linear 3D RPG, being developed with next to no budget by a small team. For some of us, it's just a hobby project, and for others of us, this is our industry break-in title.


Features

- High quality graphics: Using the power of the Nebula2 engine, Elium will feature high quality graphics, including character models with advanced graphic shaders, animation blending, facial animation, high quality terrain utilizing "splat"-style texturing, clouds, water, dynamic weather, etc.

- Dynamic world content: While the main plot will be static, to assure it remains exactly as the writer is envisioning it, the surrounding world content and NPCs will be populated largely by a random content system. Version 1 of this system will fill the world with NPCs and assign them various and sundry quests based on their stats (marital status, mood, job, living environment, etc), and version 2 will take the system one step further and allow the random content generation to remain in motion even after initial world creation. This means that version 2 of the system will feature world content that changes based on any and every action taken by the player - daughters of murdered fathers might hire mercenaries to come after you, townspeople will be chatting about it after you clear out the local hive of orcs, a particularly evil player could be known world-wide for wiping a town off the face of the earth, and a particularly good player might find townspeople cheering her in the streets as the greatest hero of the realm.

- Game environment: One of our key focuses is in creating a believable, real world. To that end, almost everything in the world will be interactable in some way: wells draw water, candles can be snuffed and lit, chairs are usable, ovens can bake bread, etc. NPCs are more than window-dressing, each having their own life, which you can watch them live out day to day - NPCs attend their jobs, go to pubs at night, shop at the market on saturdays, etc. Similarly alive is the natural environment, where trees blow in the wind, creatures hunt other creatures, and it's even possible to find animals that don't immediately want to kill you (a suprisingly rare feature anymore).

- Fighting system: Fights will play out in real-time, players maneuvering and attacking entirely as they fit. They will have an array of learnable special moves at their disposable, and depending on their advancement, will have access to melee, ranged, and magic attacks. If the player wishes to, say, block an attack, they will need to manage it themselves, activating the proper move at the proper time.

- Skill and magic system: All characters will be able to select from the three different skill trees: Style, Force and Magic. Skills will be learned via a skill tree, typically advance through use, and will always work to enhance combat abilities - non-combat skills are learned through separate means, typically NPC interactions and quests, and the player will never have to compromise their combat ability to learn non-combat abilities (as non-combat abilities have questing or NPC interactions or similar as their barrier to learning, not skill point cost). The three skill trees work to define the character as a Thief/Assassin, Fighter, Mage, or anything between.

- Character appearance: Players will be able to create their own characters from a series of body part and clothing options. Character gender can be either female or male. Aditionally, a character's appearance will change depending on the armor worn - the specific armor pieces will be visible on the character's body. Similarly visible are any pieces of clothing worn by characters.


Team

Chosker - Art
Dean Harding - Programming

While this website may stay outdated, the development of the project will continue.
Interested in joining the team? Let me know at osanzpont(at)hotmail.com