Hi guys!
First post here, even if I've been hearing about and lurking on these forums for awhile.
I'm the guy behind the DarkDale project, so I can give a bit of insight on some of my design decisions, and also welcome comments and suggestions if you have any. First of all, some context: I'm new to the game developpment scene. 10 years ago, I was in a swamp of studying music composition and am today a professor at a university in Montreal. DM was one of the first computer games I ever played on an Atari ST (8-9y old) and it shaped my imagination durably. I think I can probably sketch CSB's maps by heart. The games finished, I spent hours drawing new maps, inventing stories, creating dungeons that I tought would never come to life. At 10-11, I couldn't even dream to program computer games this complex but the dungeons lived in my imagination. 2-3 years ago, I tried my hand at RTC, but didn't had the time to delve deep enough in it. Then I jumped on Grimrock's editor as a dream come true, but eventually felt limited in what I could do, despite managing to push the engine to its limits with scripting feats.
So I'm not a "professional" like Guido Henkel, and can't promise his level of pro-work. But I can promise a work of passion and dedication. DarkDale is essentially a one-man project, with a friend helping as consultant on some design decisions. I've been working on this for the last 4 months in my free time, over 25h per week, unpaid, and will probably continue that for the next 6-10 months at least, doing programming, writing, modeling, animation, art... I'm not doing it to "surf" on the Grimrock hype and make some quick cash, but for the fun and love of RPGs. Obviously, if ever it manages to be somewhat successful and I can devote more time to game developpment, then all the better, of course!
For TB vs RT. I have been discussing this issue a lot already on CRPGaddict's blog where I have been a regular commenter for the last 2 years, and have a few ideas. Here's a quick answer I did to someone who asked the question on my website:
Yes, I’m aware of Guido Henkel’s project, which I’m looking forward to, and from what I heard the new Might & Magic will also be turn-based. I personaly enjoy both turn-based and real-time combat, and would probably even say I generally prefer the tactical aspects of turn-based combat.
Why settle for real-time then? Well, I think that it suits the first-person view dungeon crawler better, as it creates a smoother and more integrated experience without creating an artificial interruption between combat and exploration modes. It also allows the player to dynamically use the dungeon architecture (pits, fireball launchers, etc.) in combat, flee/rest & heal/re-engage and allows monsters to be used beyond combat purposes, like puzzles for example.
Turn-based combat is best I think when you can work a strategy with characters acting individuallly rather than as a party “blob”, usually in top-down mode, like in classic Gold Box series (Pool of Radiance), Infifity engine games, more recently the first Dragon Age…
Either way, there really is more to Grimrock or Dungeon Master combat that the plain “two-step dance”. I’m actively thinking about how to address the shortcomings/exploitable part of it, and have a few ideas.
Some of these ideas:
- Make armor/evasion/protection spells/etc. have a more important effect, to encourage standing ground in fighting and making armor valuable. Because in DM/Grimrock, if you just dance around monsters, having a shirt or a Plate armor doesn't change anything, so it's no fun.
- Make stun/paralysis/etc. effects more prevalent to stop running around.
- Give to-hit penalties when moving (eg. to hit moving monsters). Again encourages standing fighting.
- Make monster with special attacks/AI which plays around the two-step dance. Grimrock had the side-attack for example, which was a good idea. More of the sort.
- I'll think of more stuff.
If Deathfire and MMX are both turn-based, that's one more reason to do another RT one. I'm open to discussion however. I don't think I would drop RT, but I may think about developing a TB option if there is enough demand. It's just that I feel it hard to balance, in most games where you have both options, one is clearly better.
Anyway, I welcome any comments you might have!