Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,044
Tags: Depths of Peril
I had <a href=http://www.rpgcodex.net/content.php?id=160>a chat</a> with Steven Peeler about his first indie game <a href=http://www.soldak.com/>Depths of Peril</a>:
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<blockquote><b>5. What would you have done differently given a choice? Also, what are you best and worst DoP design decisions? </b>
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Looking back on the project, I would probably say something I would do differently is bringing in artists a bit earlier in the project. This turned out fine in the end, but finding artists and getting good progress on the artwork was pretty stressful for me during a lot of the project.
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I think the best design decision of the project was including the covenant gameplay. Not only is this one of the biggest distinguishing features of Depths of Peril, but it is also the feature that led to other important unique things in the game like consequences to your actions and the very dynamic world. The covenants is one of those features that changes just about everything in the game. They adventure in the world, they can solve quests before you do, they start wars and raid other covenants including yours, they help out when the town is attacked, they can grab recruits before you do, guards, rumors, and crystals all are due to the covenant gameplay, they can destroy your covenant, and the list just goes on and on. </blockquote>
I had <a href=http://www.rpgcodex.net/content.php?id=160>a chat</a> with Steven Peeler about his first indie game <a href=http://www.soldak.com/>Depths of Peril</a>:
<br>
<br>
<blockquote><b>5. What would you have done differently given a choice? Also, what are you best and worst DoP design decisions? </b>
<br>
<br>
Looking back on the project, I would probably say something I would do differently is bringing in artists a bit earlier in the project. This turned out fine in the end, but finding artists and getting good progress on the artwork was pretty stressful for me during a lot of the project.
<br>
<br>
I think the best design decision of the project was including the covenant gameplay. Not only is this one of the biggest distinguishing features of Depths of Peril, but it is also the feature that led to other important unique things in the game like consequences to your actions and the very dynamic world. The covenants is one of those features that changes just about everything in the game. They adventure in the world, they can solve quests before you do, they start wars and raid other covenants including yours, they help out when the town is attacked, they can grab recruits before you do, guards, rumors, and crystals all are due to the covenant gameplay, they can destroy your covenant, and the list just goes on and on. </blockquote>