http://www.irontowerstudio.com/forum/index.php/topic,7141.0.html
Let’s start this update with this very important question:
When To Expect?
I think we’ll need 5 years now that everyone’s working full time and has 10 years of experience.
2016 – pre-production. The goal is to have all systems, quests, and locations designed and ready, so that we have a clear blueprint to follow. At the moment Nick, Ivan, and Oscar (programming, models & animations, level design & scripting) are working on the dungeon crawler, so they aren’t sitting around waiting for me. Mazin (art) is working on both the crawler and the CSG (colony ship game), with the crawler being a priority at the moment.
2017 – laying the foundation. Once the crawler is released, we’ll focus on the CSG. The goal is to get to the content-building stage fast but that’s a long journey, requiring the following 3 steps:
- Engine familiarity and systems/tools porting IF using Unreal 4; at least 6 months
- All systems (character, crafting, inventory, dialogue, stealth, combat); probably a year
- Models and animations. AoD has over 500 unique animations, so it’s not as simple as it sounds, but we should be able to do it in a year.
So IF everything goes well, we’ll have everything we need by mid 2018 and start working on the content. That gives me 2.5 years to develop the setting, factions, quests, characters and party members, which is plenty of time. I’m already working on the main quest and it’s shaping up well (good range of choices plus a really great fork in the middle where you can disregard what you’ve been working on until now – or continue if you still think it’s the best option – and change the goal and the endgame scenario and endings). More on that in the future updates.
Our goal will be to deliver a 4-location demo by the end of 2018 and start gathering feedback and tweaking systems, which is a crucial step. I assume it would take us about 6 months to make changes based on the feedback, at which point we’ll be ready to move forward once again.
The next step is to get to the Early Access stage, which will require 50% of the content (it’s not an actual requirement but we don’t want to offer less). I’d say it would take us a year to get there, but if we can do it faster, it’s a bonus.
So, Early Access by the end of 2019, release by the end of 2020. So far it looks reasonable but it always does when the finish line is 5 years from now. Either way, we’ll keep you posted of our progress and since you now know what to expect and when, you’ll be able to tell the moment we get off schedule.
Notable System Changes
I’ll go over every system in the future updates but for now I’ll give you a quick overview. We want the CSG to play differently from AoD and have different mechanics because doing the same thing over and over again gets old fast. At the same time we don’t want to make changes for the sake of making changes, so we’ll do our best to make sure that the changes fit the style and design of the game.
Tagged Skills
Tagged skills will increase at a faster rate. INT will no longer give XP bonuses but define the number of tagged skills instead (up to 6 tagged skills at INT10). Thus a smart person will be able to excel in a larger number of disciplines.
Party-Based Mechanics
Charisma will determine the number and quality of your party members. The party size will range from 2 to 5. Experience points from quests will be split between the human party members (a droid will have its own leveling up mechanics and won't cost you any XP), thus a smaller party will be able to gain levels faster. Same goes for the skill use.
Plus sequential combat and party dynamics described in the previous update.
Feats & Character Levels
Your characters will gain levels using experience points from quests. When you level up, you’ll select feats, unlocking or improving your abilities. The feats will be an important aspect of character development (i.e. they won’t give you minor bonuses but help you develop your characters along specific paths: lone wolf vs squad leader, offense vs defense, gunslinger vs sprayer or gadgeteer, melee vs ranged, which will go beyond which skill to develop, etc) and make as much of a difference as the skills levels.
I want the skills to determine your chance of success with certain tasks and the feats to define what you can do and how you can use these skills to maximum advantage. For example, not every guy with points in Pistol is a gunslinger, not every guy who travels alone is a Jeremiah Johnson when it comes to survival, etc. Basically, the feats will define your character much more than your skills.
Skills & Learn by Using
You will not gain XP for killing, talking, sneaking, picking locks, using computers, fixing mechanical things and such. You will not increase your skills manually. Instead your skills will be increased automatically based on their use.
Why?
- One of the most common complaints about AoD was meta-gaming, yet the problem wasn’t on the design end but on the player’s end. Basically, it was driven by the player’s desire to get more content in the course of one game. As that content required stats and skills, it forced some players to metagame, either to spread skill points in the most optimum manner or to hoard points and use them like currency to buy extra content. The ‘increase by use’ system eliminates this meta-gaming aspect as now there are no skill points to hoard or distribute. The content you get will be determined by your actions and choices (including which skills to use as your primary and secondary groups).
- The main problem with a party-based, skill-based (as of opposite to class-based) setup is that even with a 3-man party you can easily cover all skills you want to have. You’ll have a fighter/talker, fighter/thief, fighter/fixer, which is something we’d like to avoid. The ‘increase by use’ system solves this problem in the most natural and logical way possible. Your abilities reflect what you do, not how (usually arbitrary) you distribute your skill points.
- It reinforces the party-based design I talked about in the previous update. If you let one of the party members do all the repair work while you concentrate on other areas, losing this party member would hit you hard and you’d have to make sure (via choices made during quests) that he/she would stay with you no matter what.
- It rewards consistent gameplay. Let’s say you need to deal with a gang that stands between you and that door over there. If you kill them, everyone’s combat skills will improve a bit. If you talk your way through, only your dialogue skills will go up.
- We’re well aware of the possible exploits and want to reassure you that skill use will be a somewhat limited resource (no respawning enemies, silly things like greeting every NPC to increase your speech skills, spamming activities to max skills in 30 min, using faster weapons to level up skills faster, etc). Instead of counting how many times you did something, we’ll assign a certain value (let’s call it learning points) to each activity (attacking, killing, fixing, sneaking, convincing, lying, etc). So killing a tough enemy or repairing a reactor will net you more points than killing a weakling or fixing a toaster. Basically, it will work the same way as XP but go directly toward raising a skill that did all the work.
Gadgets
Ranged combat will be dull if everyone just stands there, firing their weapons and dodging bullets. It needs cover but we don’t want to place cover everywhere, which means we need gadgets to make your own cover (among other things):
- Depletable energy shield (absorbs x damage)
- Reality distortion field (THC penalty against you)
- Optical illusion a-la Total Recall (chance that enemies will target the illusion)
- Cloaking field aka Stealth Boy
- Stasis field (holds enemy, no damage can be dealt)
- Brainwave Disruptor (don’t leave your home without Psychic Nullifier)
Basically, gadgets will be the CSG’s alchemy. Expect 10-12 gadgets with 3-4 upgrade levels.
TB Stealth
We wanted to add it to AoD but didn’t have enough time. Now we do. It will be seamlessly integrated into the combat system so you’ll be able to sneak past guards or attack from behind while in stealth mode. We’ll introduce the system properly in the future updates.
Crafting
We’ll honor Tuco and go with swappable parts:
You’ll be able to swap barrels, cylinders (revolvers and certain shotguns) & magazines, grip, trigger mechanism, stock/butt where applicable; or add scope, silencer, laser sights, speedloader, and other upgrades.
Dialogue system
In AoD failing checks often ended conversations whereas passing checks often led to more checks and thus counted for nothing. In the CSG we won’t end conversations the first time you fail, but allow you to try different lines. Failing and passing checks will strengthen or weaken your opponent’s position on certain things, so essentially you’d chat first before trying to ‘seal the deal’.
The goal is to make dialogues less passive, engage the player more like we did in the conversations with Lorenza, Azra, and the praetor investigating the murder you committed, and allow choices made during the conversation to modify the final check.
Faction system
In addition to your reputation, which will play a much bigger role in the game (the main quest is sort of built around it), we’ll add two important stats that will be affected by your actions: faction strength & morale (your actions might increase or lower both or increase one and lower the other). More on that in the future updates.
That's about it for now.