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Game News Deathfire: Races, Classes, Stats and Skills

Infinitron

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Tags: Deathfire; G3 Studios; Guido Henkel

Guido Henkel has a new blog post about his upcoming real-time blobber RPG, Deathfire. In this post, he goes into detail about the game's roleplaying systems - the races, classes, stats and skills. Most of it is standard D&D-ish stuff, including the obligatory totally-not-a-half-orc race and a suspiciously Infinity Engine-like character screen. The skills system is more Arkania-esque, though:

To create a role-playing experience that has real depth and gives the player breadth in shaping their in-game characters over time, the core attributes are not nearly enough, however. Therefore we added a number of traits to Deathfire. Thirty-four of them, to be exact, at the time of this writing, packed together into various groups to easier keep track of them.​

The first group contains Resistances, controlling how well the character can withstand various types of damage. The Body Skills determine how well the character can handle himself physically and is therefore home to things such as Balance and Speed among others. The list continues with groups such as Nature Skills, Craftsmanship, and Mental Skills, as you can see from the screenshot below, each with a number of attributes that determine the character’s innate abilities.​

And then there are the Negative Attributes. Everyone of us has lost his cool before, so why should our game characters be any different? In my opinion, negative attributes bring zest to the game. They give heroes personality and, from a design standpoint, open up an endless array of opportunities for great character interaction and mishaps.​

What we are looking at here runs the gamut from ordinary Temper tantrums, to a person’s Fear of Height, or Arachnophobia. But it also includes values such as Greed, Superstition and Pessimism. As you can undoubtedly tell, there is a lot to allow us to color characters and create interesting gameplay moments. I've been doing these kinds of things since 1987, so of course, I am fully aware of the fact that all of these attributes will only be of any value if they are actually used within the game. We already have an ever-growing list of situations, moments, quests, events and encounters that will help us put these attributes into play, and there will be many more as we actually move along to flesh out the various areas of the game. You might even be interested to hear that we cut a number of traits for that very reason. We realized that within the confines of the game we are making, the traits would have no real value or would be severely underused.​

I wonder what incentive the player has to distribute points to those negative attributes.
 

Monty

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Perhaps you have a certain number of points you have to distribute to negative attributes, so it's a matter of choosing your weaknesses.
 

Lancehead

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I'd have thought you gain points by choosing Disadvantages, but the screenshot makes it seems like you spend points on them.
 

evdk

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IIRC in RoA you rolled dice for the negative attributes points the same way as for the normal attributes, you just hoped to roll low in this case.
 

Zed

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This is sounding a lot better than Thorvalla ever did. I would actually pledge if he goes KS after reaching a prototype stage.
 

felipepepe

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Deathfire_chargen1.jpg

Deathfire_chargen2.jpg


I like what I see.
:thumbsup:
 

Jaesun

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Combat mambo is confirmed?

The vision I had seen in my mind’s eye was a role-playing game game that was electric and right in your face with action. Instantly, I knew that the only way to make this happen was with a first-person view, where the player is right in the thick of things.​

...my idea is to create a real-time game in which the player is fully invested, where he feels the environment, where he feels the pressure, the suspense and the menace. It may not give the player the opportunity to strategize and analyze a situation in too much detail before on ogre’s spiked club comes smashing down on his head. Instead, it replaces the moment with an incredibly visceral experience that can range from startling the player all the way to downright frightening him when foreshadowed properly.​

So basically Console game confirmed.

:troll:
 
Self-Ejected

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A lot of those "skills" don't make any fucking sense as skills. Somebody should explain him what the word means.

Anyway, looks like a very weak system. Same attributes as D&D, things that should be attributes or derivate ones thrown into skills, negative attributes pulled from RoA just because...doubt there was much thought put into it.
 

FeelTheRads

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Since when is pessimism a disadvantage? :rpgcodex:

Also, calling it now: will be better than MMX.
 

:Flash:

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I think combat mambo is not confirmed. To someone dissing the combat in Dungeon Master and Grimrock on his blog, Guido Henkel replied:

I agree. The clickfest that is the combat in those games is not my bag either. I always feel cheated because I have to take care of four guys in my party, while the computer usually controls only one. Not to worry. I will be going down a different path.
 

~RAGING BONER~

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This sounds rad!

I can't wait to pl-...oh wait, this is Henkel, shit won't make it out of pre-pro.
 

mondblut

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RT blobber sounds like totally wasting this:

Deathfire_chargen2.jpg


Anyway, I have a feeling he isn't sure what he wants to achieve to begin with. Or, rather, he wants to ride the LoG success story, and he wants to ride his RoA credibility, but whatever makes Grimrock the Grimrock and whatever makes Arkania the Arkania, can't be combined period. The result will be either a disaster, or completely wasting one for the sake of another (and while I wouldn't mind at all the Grimrock aspirations being wasted for the sake of RoA ones, I bet it would be the other way around).

Pessimistic about all that. MMX sounds much more likely to deliver.
 

evdk

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I think combat mambo is not confirmed. To someone dissing the combat in Dungeon Master and Grimrock on his blog, Guido Henkel replied:

I agree. The clickfest that is the combat in those games is not my bag either. I always feel cheated because I have to take care of four guys in my party, while the computer usually controls only one. Not to worry. I will be going down a different path.
o_O
 

mondblut

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Auto attack in a blobber? Interesting.

Been done, Mordor to Demise.

Moar liek, you click once and everyone strikes, bleh. Like in Stonekeep. Or, I think, EOB3 had a button for party attack too. Just silly.

If this RT crap has to be streamlined, Ravenloft series did it better than others. You just keep clicking on an enemy, and everyone in the party hits it in sequence, one after another, as their attack cooldowns expire. Or Ishar 2-3, all attack icons are grouped together and you just hover your cursor over them while holding LMB pressed, releasing attacks as soon as cooldowns expire, with minimal mouse movement.

Generally, people overly concerned about "mouse clickfests" should be constantly reminded that "mouse movefests" are even worse. After all, constant clicking is only bad for a single digit of yours, while constant driving of cursor all over a 1920x1080 screen eventually cripples your palm itself.
 

evdk

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Codex 2012 Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 A Beautifully Desolate Campaign Steve gets a Kidney but I don't even get a tag.
Auto attack in a blobber? Interesting.

Been done, Mordor to Demise.

Moar liek, you click once and everyone strikes, bleh. Like in Stonekeep. Or, I think, EOB3 had a button for party attack too. Just silly.

If this RT crap has to be streamlined, Ravenloft series did it better than others. You just keep clicking on an enemy, and everyone in the party hits it in sequence, one after another, as their attack cooldowns expire. Or Ishar 2-3, all attack icons are grouped together and you just hover your cursor over them while holding LMB pressed, releasing attacks as soon as cooldowns expire, with minimal mouse movement.

Generally, people overly concerned about "mouse clickfests" should be constantly reminded that "mouse movefests" are even worse. After all, constant clicking is only bad for a single digit of yours, while constant driving of cursor all over a 1920x1080 screen eventually cripples your palm itself.
In Stonekeep you only ever control one dude, the rest of the party does not attack when you do, they attack automatically.
 

mondblut

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In Stonekeep you only ever control one dude, the rest of the party does not attack when you do, they attack automatically.

Maybe. I had conflicted memories but assumed the attacks were synchronized with your own.
 

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