![]() I have been following Darkest Dungeon since their kickstarter over a year back and they have some great ideas and a very distinct artstlye. Keymaster Thats a great idea to give a little more lore to the game! Unfortunately, we are still extremely busy with putting the core mechanics in the game and balancing them so that we currently have no time to add “just” content. However, be assured that it is high on our list! Thing is, that our resources are really tight and we have to finish the game above all else so there wont be explicit modability during the early access. Some examples for great modding are civ, total war, half-life, skyrim and mount and blade. Also, some of the greatest games started out as mods. We are aware that modding is a really big thing and many games would have vanished quickly without mods. ![]() In the end the gameplay on the worldmap has to be just as much fun as the tactical combat. Resource Management:Īs with the basebuilding i can not go into too much detail yet but we will have troop management, equipment looting and management, resource gathering and crafting and a sort of “research” – so you will have all the good stuff in the game ) Our ultimate goal is to give the player a lot to do on the worldmap and a lot of decisions and freedom. We are working on that right now and you can expect a dev blog article on the worldmap soon where we explain all the details, so stay tuned! 2. I dont want to take too much away but we came up with a sort of mobile base that can be tailored to suit your playstyle and support your personal way of taking on the game. At some point your main base would always house the same facilities and you would mostly build them in the same order and layout. Also, I always found the base building to be a very linear part of the game that didnt allow for much customization or variation in your gaming experience. If you have high-tech Skyrangers at your disposal it is way easier to cover great distances than with a horse carriage. Having a permanent base, like a castle or such, will make the player very stationary. Initially, our intent was to stay close to the original Xcom but we soon figured out that that would not make for the best possible gameplay. To get a better grip on the topic of what you call “economics” i think we have to split it in two parts: 1. We have not finally decided on how it will look exactly. We will have a worldmap in our game with locations like hills, forests, cities and so on. Hey Gotanmarf, appreciate your input, that topic is very important to our overall gamedesign and we spent quite some time thinking about it and we still are. Regarding your other question, we have no e-mail list set up but we will dish out updates every week so if you want to get the latest news just subscribe to our RSS or follow us on any of our social channels and your good! The pre-alpha will probably be open, so no worries about not getting in. Failing writes the best stories ) (of course as long as the game is not unfair in any way but just hard). Anyways, we can assure you that the game will be challenging as the possibility of failure and making the best out of your mistakes is an integral part of our game design. On top of that, an ironman mode would be cool where you only have one save and no saving during combat for the “hardcore” crowd. To prevent save scumming we could keep the seeds for the saves so that the results of a role will be the same no matter how often you reload. We are not decided but i think we will allow free saving during any stage of the game in normal mode. If you want to do it there is no developer stopping you but i think cheating ruins a game for you. Generally we want players to play the game in the way they want to do it. Ultimately we decided to take matter into our own hands and here we are ) Regarding save scumming, i recently read quite a long discussion on this on but i am not really sure what to make of it. We felt like there should be a game like this but nobody was making it. Hi Obsoletion and welcome to the forums! Glad you like the game so far. More date from other sources (Twitter, other forums) and other authors (Paul, Casey) could be extracted. One with only keywords about the contents (like Game design, Perks, Settlement, etc.) to quickly go over all entries. It would be useful to have 2 tables for the same data. Reformatting the table could make it more readable. ![]() What can be done to improve the contents? The 'Time' column represents the chronological order. You can search for keywords or sort the table (apparently not.). I selected the most informative posts to gather them in a single place. I've been tracking all developer posts on both the official and Steam forums. 2 What can be done to improve the contents?.
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