Grunker
RPG Codex Ghost
Tags: Chaos Chronicles; Coreplay
VentilatorOfDoom and Grunker have interviewed Peter Ohlmann, Technical Director at Coreplay, on their upcoming turn-based cRPG, Chaos Chronicles.
The interview focuses mainly on the gameplay and unveils some of the core aspects of the game which Coreplay has not yet talked about.
Here are some tidbits from the interview:
RPG Codex: Going by the classes and stats you have already revealed to us, the game's character and combat systems seem heavily inspired by D&D?
RPG Codex: Do you employ level-scaling in monsters? In other words, do the monsters in the world level up along with the player?
RPG Codex: You cite P&P gameplay and earlier D&D cRPGs like the Gold Box games as well as Temple of Elemental Evil (ToEE) as major inspirations for your combat gameplay. Can you elaborate on the differences and similarities between your game and those games? What improvements do you intend to make?
Read the full interview for more about the gameplay, Ohlmann's comments on Coreplay's involvement in Jagged Alliance: Back in Action and more!
Read the full article: RPG Codex Interview: Chaos Chronicles
VentilatorOfDoom and Grunker have interviewed Peter Ohlmann, Technical Director at Coreplay, on their upcoming turn-based cRPG, Chaos Chronicles.
The interview focuses mainly on the gameplay and unveils some of the core aspects of the game which Coreplay has not yet talked about.
Here are some tidbits from the interview:
RPG Codex: Going by the classes and stats you have already revealed to us, the game's character and combat systems seem heavily inspired by D&D?
PO: We are using the 3.5e Open Game Content and our guides regarding the combat implementation are Temple of Elemental Evil and Knights of the Chalice. If you like the combat system of those games, you will like ours as well.
RPG Codex: Do you employ level-scaling in monsters? In other words, do the monsters in the world level up along with the player?
PO: Automatic level-scaling? Kill it with fire! No, seriously, it already ruined ‘Oblivion’ and we will not repeat that mistake in our game. There are different monster types of different levels in different areas of the world. Therefore, as the player you should be very careful where you are roaming.
RPG Codex: You cite P&P gameplay and earlier D&D cRPGs like the Gold Box games as well as Temple of Elemental Evil (ToEE) as major inspirations for your combat gameplay. Can you elaborate on the differences and similarities between your game and those games? What improvements do you intend to make?
PO: Since we are using the 3.5e OGL, our combat will not be so different from ToEE's. The main difference will be our hexagon grid. All 3.5e OGL combat rules are designed for squares and ToEE has no grid at all. That’s why we are investing much time to adapt 3.5 actions and spells to our grid. I think introducing this hex-grid to 3.5e will be the main improvement of our game.
Read the full interview for more about the gameplay, Ohlmann's comments on Coreplay's involvement in Jagged Alliance: Back in Action and more!
Read the full article: RPG Codex Interview: Chaos Chronicles