Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,044
Tags: Fall: Last Days of Gaia; Silver Style
Carsten is back! <a href=http://rpgvault.ign.com/articles/504/504512p1.html>RPG Vault</a> posted <b>Carsten Strehse</b>'s <a href=http://rpgvault.ign.com/articles/504/504512p1.html>recollection</a> of his work on <a href=http://www.the-fall.com>The Fall: Last Days of Gaia</a>.
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<blockquote>The team also agreed that it should be a party-based rather than a single-character RPG. Having access to several characters not only increases the replay value, it also adds a lot more tactical options to the combat aspect. And while we're on the battle system, real-time that can be paused manually or automatically was favoured since I found <u>fully turn-based to be too time-consuming for the kind of game The Fall is supposed to be</u>. However, we also worked a simulated turn-based (STB) approach into the game, which I'm going to cover in the next diary entry.</blockquote> What next? We found that deep and meaningful dialogues are too time-consuming for our RPG so we designed a system of grunt-based communications: one grunt means yes, two grunts mean no.
Carsten is back! <a href=http://rpgvault.ign.com/articles/504/504512p1.html>RPG Vault</a> posted <b>Carsten Strehse</b>'s <a href=http://rpgvault.ign.com/articles/504/504512p1.html>recollection</a> of his work on <a href=http://www.the-fall.com>The Fall: Last Days of Gaia</a>.
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<blockquote>The team also agreed that it should be a party-based rather than a single-character RPG. Having access to several characters not only increases the replay value, it also adds a lot more tactical options to the combat aspect. And while we're on the battle system, real-time that can be paused manually or automatically was favoured since I found <u>fully turn-based to be too time-consuming for the kind of game The Fall is supposed to be</u>. However, we also worked a simulated turn-based (STB) approach into the game, which I'm going to cover in the next diary entry.</blockquote> What next? We found that deep and meaningful dialogues are too time-consuming for our RPG so we designed a system of grunt-based communications: one grunt means yes, two grunts mean no.