A 2D combat game set in the turbulent Three Kingdoms era of China, featuring a unique collision-based combat system. Engage in intense duels between legendary generals, where every clash and movement matters. Master timing, positioning, and skill in a strategic battle for dominance.
Tales of the Three Kingdoms is a 2D combat game that reimagines pivotal moments from the legendary Three Kingdoms era of ancient China. Centered around a unique, collision-based combat system, the game offers thrilling one-on-one duels between iconic historical generals, where timing, precision, and strategy are key.
Designed to retell both well-known and lesser-known tales from this era, the game unfolds across multiple levels, each inspired by real events and characters from the time. By focusing on overlooked narratives and unsung heroes, Tales of the Three Kingdoms invites players to explore a deeper, more nuanced version of this storied period.
Inspired by Romance of the Three Kingdoms—one of the most celebrated and culturally significant novels in Chinese literature; the game seeks to introduce these timeless stories to a global audience through immersive gameplay and rich storytelling.
Hulao Pass update introduce the battle of Hulao pass, where the famous three heroes vs lu bu took place.
Design of Lu Bu is overhauled and improved.
More characters are added to the game.
The storyline has been fully implemented.
Tutorial level added
New background map
Health bar implementation
What is a good combat system?
For me, I want a combat system that is very easy to learn and understand and yet there is a high skill ceiling which makes it harder to master. Like in real life, something like fensing. It is incredibily easy to understand how to fight but yet very hard to master and actually win against your opponent.
I don't want the combat is all about who has more numbers on their swords, and who has better armor. Of course, quality of the equpiment should play a role, but the deciding factor should be how the player is able to control the character.
The interesting thing about the combat system that I created is that I use a fully collision based combat system instead of targeting based.
Meaning, I don’t run an animation to play the attack animation, the weapon will attack in game. The weapons have their hit boxes as well as the characters.
So that means, if your attack lands, it will hit the enemy. As long as your attack touches the enemy it will do damage. Each weapon have their cool down timer so you cannot spam attack infinitely.
That opens up more possibilities with this combat system.
Since there is a dash function, that means the player can dash to dodge attacks and using the enemies’ down time to do damage. So spamming attacks isn’t always the best option. So that player can develop more play styles thus increasing the skill ceiling.
But fundamentally, the system itself is very simple.
There are three weapon types so far.
Ranged Weapon: They do not have a collision box themselves, but they fire a projectile that has its own stats and hit boxes. So different weapons can fire different projectiles.
Slash Weapon: They have a collision box on their blade. They do a spinning attack motion. It lacks range but it covers a lot of space. It is easy to use but difficult to reach your enemies.
Thrust Weapon: They have a collision box on their blade. They do a thrust attack to the direction of the cursor. It attacks in one stright lines. It is easy to miss but you can also reach farther.
I grew up reading the Romance of the Three Kingdoms. One of my biggest hobbies as a kid is to draw little soldiers fighting each other just like the stories. I recreated the stories with my friends in it, drawing them as famous generals leading soldiers in battle. For the game I am going to make, I want to reclaim this inner passion of mine and share the stories of the Three Kingdoms through the medium of a video game.
The most exciting parts about these stories is general duels. Present in most east Asian literatures that is about warfare. It usually features two champions dueling each other before the battle, showcasing their mastery of their weapons and martial prowess.
In Tales of the Three Kingdoms, I want the players get this feeling. The feeling of being a powerful general, engaging a powerful foe in a 1 on 1 duel. I want to capture the excitement, the adrenaline rush and the anticipation of the upcoming battle with the game. I believe, this is the way to truly bring out the coolest parts of the story and make it alive.
My biggest inspiration for this project and as well as most of the drawings I’ve done throughout my life is the little graphic novels of the Three Kingdoms. The wonderful drawings provided another layer of immersion into the world of the Three Kingdoms. I plan to retell some of the smaller and more memorable stories through my game.
The game is built using Unity6, artworks and assets are created with Adobe Fresco
Alex Zhang