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Welcome to Dragon Engine, Version One

 Hello. C J here. I’ve got some exciting news for today. I’m officially starting work on my video game project Dragon Engine. I’ve made a shortcut on my desktop for Unreal Engine 4.27.2, the version of the Unreal Engine I’m most familiar with. I’ve made and named the project file DragonEngine. I am moving the game back to being a desktop game because I’ve run into some technical issues making it for Android. I know what I can do for a desktop PC and it’ll run great on a PC. The software has some limitations when working with Android that I can’t get around.

This point has taken since I was in Grade 6 to get to. That’s 20 years almost to the day. I’m going to release Dragon Engine in stages, one version number per stage. These versions will continue to be made indefinitely by me and will add new content, locations, story, characters and items each time. Find out more on the Dragon Engine page here on the website. My first version will contain the prologue to the game’s official main storyline Absolute. Here’s some notes about Absolute.

It start Zan Silver Kin, a draconian mercenary. He is part of a four person team that includes his husband Mel Blue Kin.

The music will feature all four of them singing in harmony with or without lyrics. They can all sing. All draconains can. I’m doing the composition and singing myself as part of my music project.

The plot will span all 40 Astral worlds. The Astral worlds will be added slowly.

The prologue will take place in South District in Ascala. Ascala is a vast city and I am prepared to make South District into a full 2km square map with both street and rooftop navigation options.

The things I need to do for this include.

Make the wall, floor and roof tiles I’m making the city out of. These have been proofread by making identical buildings in Minecraft. This is why I spent a year building this region in Minecraft.

Grab some animations from the Paragon packs and Rig the Paragon animations to the default player character mannequin. Assign them button mappings.

Proofread, record and add in the dialogue. The entire game will be voice acted by me including all current and future characters. Yes, I do have a really nice voice. The 45 page script for the prologue is already written.

Make all of the character models off the default player character mannequin using the Attach Actor to Component Blueprint to give them faces, ears, tails, clothing and weapons.

Make the very simple AI the NPCs run off. Melee combatants run at the player character and will play an attack loop when they detect they’ve collided with them. Ranged combatants will shoot at the player character when they’re within line of sight.

The prologue will not feature crafting or level advancement. These will be added in later.

This is possibly the biggest moment my company will ever see in its history. I welcome you all to grab a cup of tea and watch. This is going to be great.

C J Mcpherson
Head Game Designer
Concept Art Lead
Infinity Game Studios

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