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The Template

A heavily experimental planetary-level sandbox sci-fantasy RPG in the infancy of its development, in which you explore semi-liminal worlds, barely engage in any combat, struggle to level your character and engage in some minimal dialogue and questing.

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Search Google: Who developed The Template?Developer scaleThe operating scale of the game's developer.
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About the Game

A heavily experimental planetary-level sandbox sci-fantasy RPG in the infancy of its development, in which you explore semi-liminal worlds, barely engage in any combat, struggle to level your character and engage in some minimal dialogue and questing.

Foreword from the Developer:

"I'm gonna be honest this is still heavily worked on and seeing constant changes from small to big.

What you will be playing is the result of my "learning to walk" phase of game development/coding/designing/etc, a result of my studies in a game design certification course meant to lay the foundations of the game concept."

This is a snapshot of where things stand before I wipe the slate clean and rebuild everything from scratch, with more original, handmade systems and assets being introduced where possible.

State of the game

What you can currently do:

  • Planetary and dimension exploration.

  • Talk to a lone NPC.

  • Undertake a singular quest.

  • Equip gear, level stats and attempt to cast 3 whole spells.

  • Fight wolves.

  • Grab almost everything.

What you should be wary of:

  • Don't get attached to your characters/saves.

  • The save system can leave you in the void when reloading saves when in other dimensions.

  • Loot is practically unique since there is no drop or distribution system.

  • Gravity is most functional with the player character and certain AI, but objects may slip off the world.

  • Grabbing NPCs? Expect floating chaos.

  • The wolves don't respawn.

  • The combat system I built my game on has a magic requirements system which isn't fully functional making some spells and combat items unusable.

  • Starting a new game, quitting to the main menu and starting a new game again will sometimes make the camera and movement seize up, quitting the game and starting again should fix it.

  • Swimming is janky.

Why am I releasing the game in this state:

  • Commitment - I decided I would release after the course is finished and I meant it.

  • I believe in the potential of my game and wish to keep on working towards it.

  • The current build has hit a bit of a brick wall internally, and to fix certain issues I've decided to start from scratch and rebuild everything.

  • I don’t want to keep building on this version, where I pieced together assets and resources. Now, free from the earlier release commitment, I can focus on a more original, handmade approach.

Lastly:

I do hope you at least find the current state of the game funny, promising, or fun in some way, and thank you for trying my game out.