This comprehensive game design document outlines the vision for Project Chimera, a sophisticated narrative-driven RPG that blends fantasy and futuristic elements. The game features a turn-based combat system, unique magical creatures called Kardyus, and a rich world where technology and arcane forces coexist. The narrative unfolds across a planned trilogy, following the journey of protagonist Hino and his companions as they navigate complex moral dilemmas, political intrigue, and supernatural threats. With carefully designed set pieces, cinematic battles, and philosophical themes, Project Chimera aims to deliver an artful exploration of duality in a meticulously crafted universe.
Project Chimera positions itself as an exploration of duality through a dying civilization. The game emphasizes the beauty found in violence and tragedy, challenging players to contemplate the moral complexity of justice, mercy, and glory. This tension creates a rich thematic foundation that permeates all aspects of gameplay and storytelling.
The world-building revolves around magical creatures inhabiting a realm where technology and arcane forces coexist in a delicate balance. Players will discover ornate fantasy elements seamlessly integrated with Art Nouveau futuristic design, creating visually striking environments and characters.
At its heart, Project Chimera delivers sophisticated storytelling that explores philosophical themes while remaining engaging and accessible. The narrative delves into questions of sacrifice, redemption, betrayal, and the cyclical nature of power through character-driven storylines. These complex themes are woven throughout the gameplay experience rather than relegated to cutscenes, allowing players to engage with the philosophical underpinnings through their choices and actions.
Project Chimera adopts a fairly linear, closed-world design with mission-centric gameplay similar to the original Halo trilogy and Mass Effect and Expedition 33. This approach allows for carefully designed set pieces that maximize narrative impact while maintaining tight pacing and progression. The controlled environment enables highly choreographed moments and meaningful narrative choices within a structured framework.
The game will feature multiple acts divided into chapters, guiding players through a carefully constructed story arc. This structure helps maintain narrative momentum while allowing for character development and world exploration. The linear approach doesn't preclude player agency but instead focuses it on meaningful decisions that impact character relationships and story outcomes rather than open-world exploration.
The primary combat system in Project Chimera revolves around strategic 3v3 turn-based battles inspired by "Deadliest Warrior" combat set-pieces. This system emphasizes tactical positioning, ability combinations, and team synergy rather than war of attrition. The combat design philosophy moves away from traditional "hit point" systems. We, primarily (I, LMH), want to see what would happen if we eliminate the concept of characters as "bullet sponges." What is the story we can tell if we force players toward a more lethal and realistic approach.
Boss encounters take the form of intense one-on-one "Duels" that serve as climactic confrontations requiring mastery of combat mechanics. These encounters feature unique mechanics and patterns that test player skill and adaptability. The combat system draws significant inspiration from Mass Effect's biotics and vanguard systems and ATLA’s Agni Kai, particularly in how characters can manipulate energy and environment during battles.
Visual influences for combat scenarios include the fluid animation and impactful choreography seen in shows like Arcane and Blue Eye Samurai. Battles will be visually spectacular yet strategically deep, with cinematic cutscenes of 2-3 minutes enhancing pivotal moments. Players will have access to a focused moveset of 4-6 abilities per character, encouraging mastery of a smaller skill set rather than overwhelming players with numerous situational abilities.
Kardyus and SolGems form the magical foundation of Project Chimera's world. These magical beasts, distinct from ordinary animals, can be harnessed by humans through special gems that connect to the bloodstream. These connections grant humans elemental bending abilities reminiscent of systems in Avatar: The Last Airbender, Noragami, and Pokémon, but with unique mechanical implementations.
Most individuals in the game world can only handle a single Kardyu gem due to the intense physical and mental strain they impose. Only one in a million people can successfully bond with two gems, making characters like Sanna, Hino, Drakon, Madvan, and Admiral Roberts exceptionally rare and powerful. This limitation creates natural power hierarchies within the game world and explains why certain characters hold significant influence.
There is an unnamed, undeveloped concept wherein there Hino experiences a special heightened state. This state is accidentally triggered by the protagonist at the end of Game I but becomes locked at the beginning of Game III, creating a narrative of power gained, lost, and ultimately reclaimed. This progression mirrors the protagonist's journey and serves as both a gameplay and narrative device.
The elemental system in Project Chimera is comprehensive, creating diverse tactical options in combat and rich worldbuilding opportunities. The primary classical elements include Fire, Water (including ice), Earth (encompassing rock, sand, and dirt), and Air/Wind, forming the fundamental magical framework of the world.
Beyond these classical elements, the game introduces advanced elemental categories that expand gameplay possibilities: Electric powers provide high-damage potential, "Bio" abilities control plant life and organic matter, while Mineral powers manipulate metals and similar substances. These secondary elements create more specialized combat roles and enable creative problem-solving approaches both in and out of battle.
The most exotic and powerful elements exist in opposing pairs: Celestial energy represents cosmic power and light, while Abyssal energy embodies void and darkness. Psychic/Mental abilities allow mind manipulation, Spirit/Energy powers control life force, and a mysterious Undead/Daedric category (pending appropriate naming) represents forbidden or taboo magics. These advanced elements are rarer in the game world and could be associated with specific characters or late-game progression.
The weapon system in Project Chimera focuses on signature equipment that defines character identity rather than frequent gear swapping. Each playable character wields a single primary weapon that reflects their combat style and personality. Weapons are extensions of the character rather than interchangeable tools. For reference, consider Mass Effect’s Omni-blade concept.
The arsenal includes a blend of physical and magical combat styles. Some characters may utilize mage-punk firearms, traditional gunpowder, or even laser weapons.
The class system divides into three primary archetypes with two specializations each: Soldiers can become Berserkers (strength-focused melee) or Duellists (skill-focused swords); Assassins branch into Snipers (ranged stealth) or Dagger-wielders (close-quarters stealth); and Magicians develop as either Sorcerers (Shadow magic source) or Paladins (Celestial magic source). This system provides clear role definition while allowing for character customization through specialization choices.