http://www.overclockers.com/kicksta...ent-highlighting-games-coming-to-linux-part-1
New article here:
Steve: Can you talk a little about the reputation system which you are developing? How will you handle cause and effect in the wider world of Project Eternity?
Feargus: Our reputation system will be similar to what players may have seen in Fallout: New Vegas. As you interact with people in the world, you start to generate a variety of reputations, positive and negative, with the world’s factions and communities. The system tracks both good and bad impressions, so if you save a basket of kittens from a burning house and later punch an old lady in the face, your reputation in that community is not “neutral”, it’s “mixed”.
People from those communities will react to you based on your reputation, but it isn’t always a case of “positive rep” = “good times”. Sometimes being disliked by one group may actually cause another group to approach you favourably. And being liked by a group may result in their enemies coming after you — even if you’ve never done anything to harm them directly.
Steve: How will non-combat skills be earned? Will skill progress be similar to Skyrim, or closer to Icewind Dale II where you get so many points based on intelligence or other various attributes?
Feargus: Skill progress will be closer to Icewind Dale II where you get a number of points per level to spend on skills. We don’t have “skill” and “non-skill” classes, so with each character it’s more about deciding where to spend points rather than having one super-skilled character and five drooling buffoons dragging their swords behind them.
Steve: Can you describe the crafting system? Is it going to be similar in terms of mechanics, to other games we may be familiar with?
Feargus: It may be loosely similar to crafting in Fallout: New Vegas. You will find ingredients in the world (environment, containers, combat loot) and can then use recipes to craft items at certain locations. The main differences will likely be that our recipes will have slightly fewer ingredients (excepting extremely rare items) and the ingredients will be segregated from other items in your inventory.