- Joined
- May 29, 2010
- Messages
- 36,925
Tim did the first pass on ciphers, monks, crafting, and strongholds.
The stronghold was originally less abstract and included procedurally generated dungeons (here we go again) your companions would run through to complete quests.
He also wanted to include player-generated companions you could level up through procedurally generated dungeons. Starting to get the idea that he's obsessed with putting procedurally generated content in RPGs.
He wanted to add a bunch of annoying Watcher-oriented animations to skills (like a ghost springing a ghost trap, a ghost opening a secret door instead of those things just popping up as colors when detected). Like Fallout but worse. Felt so strongly about this that he advocated for it once more after it was rejected the first time.
They moved him to Tyranny immediately after Pillars shipped. Lotta work to be done.
The stronghold was originally less abstract and included procedurally generated dungeons (here we go again) your companions would run through to complete quests.
He also wanted to include player-generated companions you could level up through procedurally generated dungeons. Starting to get the idea that he's obsessed with putting procedurally generated content in RPGs.
He wanted to add a bunch of annoying Watcher-oriented animations to skills (like a ghost springing a ghost trap, a ghost opening a secret door instead of those things just popping up as colors when detected). Like Fallout but worse. Felt so strongly about this that he advocated for it once more after it was rejected the first time.
They moved him to Tyranny immediately after Pillars shipped. Lotta work to be done.