Drakensang interview at CRPG.ru
Drakensang interview at CRPG.ru
Interview - posted by Vault Dweller on Tue 26 September 2006, 17:35:55
Tags: DrakensangOur comrades and faithful followers of the great Lenin from CRPG.ru have posted an <a href=http://www.crpg.ru/sections.php?op=viewarticle&artid=2105>interview[/url] with Drakensang developers. Sadly, the interview could be classified as "meh".
What can you say about the combat system? Is it real-time or turn-based? How does it work?
Combat has a very strategic bent. Choosing the right weapons, the right position for your fighters, the right spell at the right time - these things will decide whether you win or lose. We didn't want button mashing to factor into the outcome of a fight.
Our combat system builds on proven precedents - but we want to upgrade and modernize existing systems, which have gotten a little long in the tooth. Basically it is a turn-based system, built on the P&P rules, but it is displayed in real-time. This means that you will be able to pause combat at any time to change weapons or drink a potion etc., but it's our goal that the player will need to do this as little as possible. In order to achieve this, we're incorporating some innovative features like special party moves and quick shots, while also concentrating on providing the player with a very intuitive interface.*sigh*
Thanks, Metallix.
What can you say about the combat system? Is it real-time or turn-based? How does it work?
Combat has a very strategic bent. Choosing the right weapons, the right position for your fighters, the right spell at the right time - these things will decide whether you win or lose. We didn't want button mashing to factor into the outcome of a fight.
Our combat system builds on proven precedents - but we want to upgrade and modernize existing systems, which have gotten a little long in the tooth. Basically it is a turn-based system, built on the P&P rules, but it is displayed in real-time. This means that you will be able to pause combat at any time to change weapons or drink a potion etc., but it's our goal that the player will need to do this as little as possible. In order to achieve this, we're incorporating some innovative features like special party moves and quick shots, while also concentrating on providing the player with a very intuitive interface.
Thanks, Metallix.