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Development Info The Broken Hourglass - Levels Explained

Diogo Ribeiro

Erudite
Joined
Jun 23, 2003
Messages
5,706
Location
Lisboa, Portugal
Tags: Planewalker Games; The Broken Hourglass

We continue to take a look at <a href=http://www.planewalkergames.com/>Planewalker Games</a> and their project, <a href=http://www.planewalkergames.com/content/view/32/46/>The Broken Hourglass</a>. This week, <b>Jason Compton</b> explores the game's hybrid class system and how Planewalker games is <a href=http://www.planewalkergames.com/content/view/80/1/>approaching leveling in CRPGs</a>:<blockquote>Under the standard rules in The Broken Hourglass, when characters reach certain experience point thresholds, they become eligible to level up. The process is similar to the concepts of "classes" or "levels" in other systems, but with a twist reflecting the point-buy underpinnings of the system.
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Advancement is managed with level "paths." These paths represent a template of study, behavior, or personal focus roughly analogous to a character "class." Paths include the Scout, the Diplomat, the Marauder, and the Soldier. Paths automatically buy traits and points in primarily attributes and secondary skills to reflect the priorities expressed by the path--for instance, characters following a Diplomat path invest heavily in social skills. The player character may employ any path the player wishes to follow (or no path at all--see below for more details).
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Joinable NPCs, on the other hand, have certain preferences and opinions about the way they should manage their personal development. Halima, who has devoted most of her young life to the study and advancement of her magical talents, will not consent to follow the Soldier path--it is simply too far from her interests. Meanwhile, Nekos the gladiator has little interest in becoming a spellcaster. Some NPCs can be convinced to explore different paths as you get to know them and they see new opportunities for themselves, however.</blockquote>I enjoy this last part quite a bit. This sounds like the way NPC advancement should be used more often.
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Thanks, <b>Jason</b>!
 

Section8

Cipher
Joined
Oct 23, 2002
Messages
4,321
Location
Wardenclyffe
I really like the exposure of design from Planewalker. Knowing the underpinnings of the game, and the rationale behind decisions is a far better selling point for me than selective release of screenshots. It also shows that there's actually a lot of thought going in to what they do.

This one in particular is good, specifically for the Joinable (N)PCs bit. I like the idea that characters have a variance of how rigidly they stick to their own definition, and I also like the fact that the player gets a small degree of control with the free spend points. It's a pretty solid compromise that ought to ensure individuality with a lessened risk of obsolescence in terms of tactical utility.
 

Roqua

Prospernaut
Dumbfuck Repressed Homosexual In My Safe Space
Joined
Apr 28, 2004
Messages
4,130
Location
YES!
The best thing is for the protagonist, you can have complete free spend. I was worried when I first read it. I hate auto level and one of my favorite aspects of rpgs is chargen (largely gone now) and character development (mostly supericial now because games are more action packed, and combat is so easy even on difficult). So any game that caters to my needs is fantastic.

I also like how they have free spend, but no 100% auto-level, making life harder for the gaylords who don't like character development. I love when h its them finally getting the cock by some game. God bless the indies. And cock, God bless the cock.
 

Hazelnut

Erudite
Joined
Dec 17, 2002
Messages
1,490
Location
UK
Lots of interesting thoughts about the design of this game have made me pretty interested. Godspeed Jason & co - I look forward to playing (and paying for) this!
 

Jora

Arcane
Joined
Mar 14, 2003
Messages
1,115
Location
Finland
New interview and with a great screenshot:

http://www.rampantgames.com/blog/2007/0 ... ng-of.html
BrokenHourglassnekos-cup-724760.png
 

Jed

Cipher
Joined
Nov 3, 2002
Messages
3,287
Location
Tech Bro Hell
Even though I'm nonplussed by the RTwP combat, everything else I'm hearing about this game is sounding better and better. Like they really sat down with BG2 and put a lot of thought into what worked and what didn't. Sounds like they are really working hard to distill down the goodness in BHG. I'd really like to see these guys out-BG Bioware, since they seem incapable of topping BG2 themselves.
 

Human Shield

Augur
Joined
Sep 7, 2003
Messages
2,027
Location
VA, USA
Its a ground up system for RT with pause thou, they are designing refresh times for weapons and have flanking bonuses. They should talk more about this area, I think the designer admitted it was partly there to fluff up the gametime.
 

aboyd

Liturgist
Joined
Oct 28, 2004
Messages
843
Location
USA
Jora said:
New interview and with a great screenshot:
One thing I like about the screenshot is that it doesn't seem like all 5 dialogue choices will lead to the same path. At least for me, I don't see how a snatch & grab will lead to the same response as a request to barter. I have high hopes for the game.
 

Jasede

Arcane
Patron
Joined
Jan 4, 2005
Messages
24,793
Insert Title Here RPG Wokedex Codex Year of the Donut I'm very into cock and ball torture
Looks great, looking forward to it.
 

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