Note: this project is currently in development, therefore the following page is subject to change over time!
I worked for several months on a personal project called “Infinite Opera,” a turn-based tactical video game with role-playing elements, inspired by the “Fire Emblem” and “Advance Wars” franchises.
But as I progressed, I realized that the project was starting to hit a wall, particularly due to its complexity and scope for a solo developer.
So I decided to reboot the project, while trying to keep some of the work I had already done, particularly on the narrative side.
After thinking for a while about the type of game, its mechanics, and my ability to make
it on my own, I decided to go for a game that would mix auto-shooter/survivor gameplay like “Vampire Survivors” and “Megabonk” with a story, characters, and relationships like “Fire Emblem Awakening.”
The game would follow a reworked version of the story from my previous project and would take place in the same universe: a techno-fantasy/sci-fi/JRPG world.
Based on these ideas, I decided to introduce two unique systems for a “survivor-like” game:
A companion system, where players will pick up companions on the battlefield who will reinforce their squad and multiply their attacks.
A system of relationships that develop between characters as they fight together, adding dialogue between them based on their relationship rank, but also adding combat bonuses when these characters are together.
Goals and Intentions:
From there, certain goals began to emerge:
To ensure narrative immersion through the story, the universe, the characters, and the evolution of their relationships.
To offer new mechanics that are consistent with the narrative aspect, but also with the mechanics and fun specific to “survivor” games.
To create a universe and characters that are distinctive and memorable, both in terms of design and personality, capable of generating a “fanbase” effect.
From these objectives, the following intentions were identified:
Intention #1: The carnage+
Offer players an intense carnage experience in the spirit of the “survivors” genre, while standing out thanks to IOL’s unique content and mechanics.
Intention #2: The narrative
Create a complete story for a game genre that normally uses very little narrative, adding originality to the title and allowing us to establish a strong and memorable world and characters.
Intention #3: The “fanbase” effect
The idea is that we want a universe and characters that players will become attached to and identify with.
Game Design Document :
In order to bring together the main outlines of the project and all of its components in a single document, making it easy to find all the ideas and decisions made about Infinite Opera: Legion, as well as simplifying exchanges with potential colleagues, I have started to create a Game Design Document that will grow alongside the project.
Narration :
With the game's format having changed, the narrative also had to be modified, whether in terms of the story's progression and proportions, the way it is delivered to the player, the way it is integrated, or even the ties and consistency it shares with the gameplay, artistic direction, and other aspects of the production.
Synospis :
It's been centuries since the Vokhyn empire unified the planet Oria, offering peace and protection to all peoples thanks to its ships and armies of “knights”, giant mechanical armors piloted by loyal servants of the emperor.
However, for 20 years now, Oria has been under attack from strange invaders from the farthest reaches of the galaxy, the mysterious “wraiths”, ghostly aliens controlling robotic bodies. No one knows where they come from, or the reasons for their attacks, but the empire is doing everything in its power to keep them at bay.
As the number of their attacks increases, Ren and his companions, aspiring knight pilots, are forced to cut short their training and join a weakened group of ace pilots to counter the oncoming invasion.
But on their journey, the young heroes will discover ancient secrets about their invaders and the close ties between them and the empire they thought they knew so well.
For several centuries now, the Vokhyn Empire has unified the planet Oria and offered peace and protection to all its inhabitants thanks to its ships and armies of “knights,” huge mechanical suits piloted by loyal servants of the emperor. The stability of the world is ensured by the Emperor himself, chosen by the Tree of Life, which nourishes the world and ensures the longevity of the eternal ruler.
But for two decades now, Oria has been the target of attacks by strange invaders from the far reaches of the galaxy, the mysterious “Wraiths,” ghostly aliens controlling robotic bodies. No one has yet been able to determine where these brutal beings come from, nor the reasons for their attacks, but the empire, the protector of humanity and the Tree of Life, is doing everything in its power to drive them back into the void of space.
After the destruction of their village and the loss of their loved ones during their childhood, Ren, Kyra, and Rodrick joined the Oghma Military Academy to become knight pilots. But when their academy itself is targeted in an assault, and our trio are among the few survivors of the slaughter, their training is cut short and they are ordered to immediately join a group of ace pilots to counter the imminent invasion approaching on the horizon.
Then, fate leads them across countless battlefields on land and in space. But during their journey, our young heroes uncover ancient secrets about the deep ties between their invaders, the Tree of Life and their empire, which they thought they knew so well.
Discover the truth and forge unbreakable bonds that will bring down the most brutal waves of mechanical wraiths and uncover the darkest secrets surrounding the very origins of your world.
Character BIOS :
The characters also had to be modified and adapted to the new version of Infinite Opera, so their number, development, story arcs, and relationships were updated. I also took the opportunity to change my work tools in order to improve and simplify the production process.
Development:
As with the previous version of Infinite Opera, I chose Unreal Engine 5 for the development of “Legion.” Alongside production, and with a focus on perfecting my expertise in Blueprints and programming logic, I completed several projects and took specialized training courses. The results of these efforts have been directly applied to IOL.
I am currently working on a prototype of the game, starting of course with the
3Cs, enemies, and basic combat mechanics, as well as the pooling
system that allows me to summon a
large number of actors (exp, bonuses, bullets, mobs) while limiting the
resources of a normal "spawn
actor".
QUICK INFO