he Last Knight of Camelot** is a thrilling third-person action RPG set in a world inspired by Arthurian legend, centuries after King Arthur’s death. You play as his descendant, burdened with the weight of legacy and responsibility, exploring a mystical and decayed Camelot. The game blends engaging combat, deep storytelling, and immersive exploration, focusing on redemption, legacy, and self-discovery themes. With its unique take on Arthurian mythology and stylized visuals, The Last Knight of Camelot promises an unforgettable adventure.
Hello @Assassingamer7 ! Welcome to posting with us here on the forums!
I love this choice of design and gameplay with something inspired by Arthurian legend. As a famed old tale and something that is told over and over again, a lot of times I see people trying to create something extremely realistic and gritty when relating to this tale. It’s not unwelcome, but seeing your softer style that offers the same options is a very refreshing alternative. Not to mention, I find games like yours to be more impactful personally as of late because they feel more welcoming to the world and story while offering some relaxation between intense plots.
As the main character in this game, will we be going through the story with different dialogue options to make our own unique path moving forward in The Last Knight or will it be a relatively linear storytelling experience?
Thank you so much for your thoughtful feedback! I’m glad you appreciate the softer approach to an Arthurian-inspired tale. While the legend often leans toward a gritty realism, I wanted to explore a version that feels more accessible and inviting while still maintaining the depth and weight of the story. It means a lot to hear that this direction resonates with you, especially since creating a balance between intensity and moments of reflection has been a big focus for me.
Regarding the gameplay and storytelling, The Last Knight of Camelot will have a primarily linear narrative to keep the story focused and emotionally impactful. However, there will be moments of choice through dialogue and actions that can influence smaller character interactions or outcomes. I’m aiming to create a story that feels personal without losing the overarching narrative’s cohesion. I hope this approach provides both meaningful agency and a cohesive journey through the game’s world.
Thanks again for your kind words and interest in the game—it truly motivates me to keep pushing forward!
Hope you’re doing well too, and thanks for the kind words! I’m so glad you love the art style—it’s been a joy to work on, and adding those dreamy elements (and flowers!) has been a big part of creating the atmosphere I envisioned for the game.
As for gameplay systems, there aren’t currently any base-building mechanics, but I’ve been exploring ideas around light gathering and crafting systems. These wouldn’t be core gameplay elements but could serve as optional ways to enhance exploration or storytelling. For example, you might gather specific materials tied to quests or to unlock certain character moments. I’ll definitely keep the community updated as these features develop!
I truly appreciate you reaching back out and explaining the storytelling and gameplay aspects. I’m very excited to hear the direction you’re already taking. I have an appreciation for both linear and non-linear styles of games. Seeing how you’ve written out the plan for the primary linear narrative makes me all the more excited. It seems like you’re going forward with a style that allows for a little bit of personalization with choice.
I find that games that utilize this within linear style gameplay and narratives often have the audience sink further into their story. It adds that little tinge and excitement of doing something that matters as well as offering the “what if” options of replayability.
Keep pushing forward! I can’t see what you have in store for us next!
Thank you so much for your encouragement! I’m thrilled you’re excited about the direction we’re taking. Personalization within a linear narrative is definitely a focus, and I’m glad it resonates. Your support means a lot—stay tuned for more updates!
Looks cool, only thing Im wondering is why is the camera so far away in the second screenshot… is it just that spot for the gif? Or do you fight huge mobs? IMO camera seems far away.
Thank you for the feedback! The camera distance in the second screenshot is intentional and specific to that area in the game. It’s designed to emphasize the scale of the environment and provide a better view of large encounters or unique moments. That said, the camera adjusts dynamically based on the situation, so in most fights, it will be closer to the player for a more immersive feel. I appreciate your thoughts and will consider them as I fine-tune things!