Unity Blut und Bann [Development Thread]

lspdk

meow
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Aug 19, 2019
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Blut und Bann

An immersive role-playing game, rich in history and unique mechanics.
Feeling like you are part of the process around you.
Immersion in the gameplay as a result of complex mechanics that require long study.​


Changelog

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What's the game about?

As already mentioned, the project is an immersive RPG, and we intend to create a fantasy medieval world that feels real. Through detailed simulation mechanics, we aim to create a life cycle for the main character and combine it with an open game world that is exciting to explore.​
You will find yourself in a vast virtual world inspired by the Middle Ages, myths, legends, and the religion of that time. Alongside everyday life, greater forces exist, whose morals you will have to determine for yourself. Our team wants to deliver a product, the storyline of which will allow you to get a glimpse of our views on religion and the wider world.​

What features can players expect?

  • Massive open world (2D top-down reminiscent of the familiar RPGMaker);
  • Turn-based simulation of time and life;
  • Detailed simulation of the main character (includes: needs, body, advanced skill system, etc.);
  • Advanced RPG systems (includes: detailed container-based inventory, advanced quest system; advanced skill system; advanced combat system and much more);
  • Detailed simulation of life around the player with LOD for maximum performance optimization;
  • Many interesting NPCs - both unique and generic;
  • Smart artificial intelligence built using the Utility UI decision-making system;

And much more!​
I want to address the topic of adult content separately from everything else — it will be present. We don't want to hide problematic topics or limit the player in their ways of playing the game. More on this topic in the section on adult content.​

What's the team?

We are a group of friends who, in addition to spending a lot of time together, have also tested our strengths in creating our previous project. Without going into the details of the topic, which will be described later, we have grown morally and in terms of skills, so now we are ready to make promises and deliver a product that we ourselves want to see come to life. We share similar, almost identical views on morality and religion, which we want to present to the public through our project.​
WIP more detailed description of the team​

Where may I follow?

At the moment, we do not have other social media for our project, but this will be rectified in the near future. We are currently working hard on the project's code base and hope to deliver the first playable builds before the start of summer 2026.​

Adult content

We aim to recreate the harsh world of a fictional Middle Ages, which may be overly harsh in places, and with this goal in mind, we simply do not have the moral right to hide adult themes from the player. That said, we intend to simulate sex in detail in the scripts and also use sexual themes in the plot: from vanilla to boundary-pushing/taboo.​
Adult content will not be limited to pre-written plots and carefully constructed scenarios, but will be a fully interactive and immersive system that will allow you to influence events yourself (unless, of course, an NPC is in command).​
 
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lspdk

meow
Donor
Game Developer
Aug 19, 2019
87
107
164
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What's the technical approach to the project?

Saving regular users from technological slop: adult games on Unity will run smoothly even on office computers.​
We chose the Unity engine along with using Unity's Data-Oriented Technology Stack (DOTS) to achieve our goals. We faced a difficult choice between C++ used by Unreal Engine (a programming language that works directly with machine code) and C# used by Unity (the code goes through an extra layer of interpolation using CLR before working). Despite the even better performance of C++, we decided to go with Unity because of their DOTS, which allows us to create systems that can be expanded almost indefinitely in the future, right from the start of development.​
The project uses a hybrid architecture combining Unity's traditional MonoBehaviour system with Entity Component System (ECS/DOTS). This approach leverages the strengths of both paradigms: MonoBehaviours for UI, input processing, and scene management; ECS for high-performance simulations.​

What happened to the previous project?

We collectively grew tired of our own mistakes: Incorrect choice of technologies; Disagreements within an unjustifiably bloated team. At the same time, two key members of the development team began to experience difficulties in real life and were unable to continue development at the previous pace. One day, we will publish the source code of the developer builds, which have not been published to date, but this is currently the lowest priority.​
In response to the possible question of why anyone should trust our promises: I don't have a direct answer, and I never will. We will prove it with our actions and consistent work on Blut und Bann, which is important - absolutely free work. We have never asked anyone to send us money before, and we are not doing so now. The commercial viability of the project will not be considered until a fully playable build of the game is available.​

What has the team been doing all this time?

This may seem like a trivial question with an obvious answer, but I think it's important to answer it. We studied, came up with new ideas, and constantly thought about what to do next. Each remaining member of the team has improved in their respective areas of expertise: we can write code better than before, we can draw better than before, and we can now produce high-quality sound design. We have improved in every aspect and, in addition, have become even more confident in our abilities.​
 
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hey, not sure if you spent the time learning ECS; i've tried and failed to get performance (but i was most likely using it wrong). if you havent i suggest trying DOD first, its the same C# code just organized like ECS but with all the comforts of monobehavior scripting. DOD gets you pretty close to the performance with less hassle imo. but its really about the game objects that cost a lot in the thousands. Data Oriented Design is basically arrays of systems iterated over. make sure to build in IL2CPP instead of mono (in build setting).

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you use the word advanced a lot, i wonder how clear your systems are to you. being clear on what you want to make will save you a lot of time..

im picturing a dwarf fortress like game, interesting and massive project ^ ^ best of luck
 

lspdk

meow
Donor
Game Developer
Aug 19, 2019
87
107
164
hey, not sure if you spent the time learning ECS; i've tried and failed to get performance (but i was most likely using it wrong). if you havent i suggest trying DOD first, its the same C# code just organized like ECS but with all the comforts of monobehavior scripting. DOD gets you pretty close to the performance with less hassle imo.
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I don't think I can add anything to answer that better than our programmer.

you use the word advanced a lot, i wonder how clear your systems are to you. being clear on what you want to make will save you a lot of time..
Now reading it again I feel what an impression I make from spamming the word advanced, but unfortunately this is all I can confidently present to the public now. it doesn't mean we don't have an understanding of our own game design, we just don't want to say how the systems will work until we start putting the first public build together: things can change, and the lack of detailed statements about specific systems will help avoid the bias of wanting to fulfill early promises if we are forced to make critical changes.

By calling systems advanced I mean that you can expect really deep systems, inventory system as an example: The main character can't carry objects on its own (ok, that would be funny if I ended up here). The main character only has a maximum carry weight, but to carry items - needs clothes (roughly speaking: container that has its own volume). generally speaking, any item into which something can be placed is a container and can therefore be used to carry objects.

im picturing a dwarf fortress like game, interesting and massive project ^ ^ best of luck
you can add C;DDA to that, although we are inspired by both games.
dwarf fortress became an idol of LOD simulation design, and C;DDA brought turn-based world simulation.
Thanks for your experiences and well wishes! We really appreciate it.
 
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