Hey, thanks for the lively interest!
Sorry for the slow reply. Guess what I was busy with
I'm well-aware that there are some exceptions but I'm positive that most of those decent games would be even better if they ran on a more competent engine.
(...)
Anyway, I hope Hard West proves to be one of the exceptions.
It's a business thing. The moment we started working on Hard West we had a history with Unity, it still was a better deal at the time, and we got fucked with our previous game, so didn't really have any room to improve on that.
I personally would prefer Unreal (used to do a lot of Unreal Tournament maps in early 2000s) but our programming and art depts. are more than competent and you can it shows. Made a lot of effort so that you can't tell that it's on Unity. And most people are surprised when we say it is. So there's that.
I think that a lot of that comes from the fact that 1) unity was cheaper, so dipshit crews used unity primarily 2) a lot of visual effects aren't build in and you have to be competent enough to know you need them; we are
I don't want to be too ballsy here, sorry if it looks so. Guess you'll just have to see.
After the release of Fallout 4? I wonder how this is going to work.
Apparently in our weight it is crucial to get the reviews in before the launch. I dunno, not my thing. I just got more time to tweak.
BTW, if you have access to the game can you explain to me how the Hit chance vs Luck works? Also what are the exact effects of Cover?
There's a classic Chance to Hit calculation (based on char aim, weapon mod, cover, elevation, range, etc.etc.).
Every character has a luck param (and a max luck cap).
If shooter's CtH = 100%, it's a hit.
If shooter's CtH < 100% AND it's > target's Luck, it's a hit.
If shooter's CtH < 100% AND it's < target's Luck, target's luck is reduced by shooter's CtH.
If shot, your Luck is replenished a bit.
So, basically, if shot at, you eventually run out of luck.
Luck is also like MANA in terms of trickshot and ability usage. So if you're focused on 'casting', you'll get shot easily.
Also, world map exploration and adventures modify your starting luck.
If you're going to bother making a tactical combat game, why would you intentionally choose a system that favors ease of use over tactical decision making?
It's just a matter of focus.
AP calculations are not in the center of the game, and the player is preoccupied with other things, that were not present in any other game you compare this to.
Having a QTE that affects combat was also a very unpopular decision. Not sure if that made into the game though.
It got cut.
Slam XCOM all you want, but its system did promote more dynamic movement.
Well Xcom had meld that disappeared if you overwatched too much. And in Long War it lasted ever shorter and it was even more important to pick up as much as possible.
Compared to XCOM, Hard West promotes aggressive gameplay even further:
- Cover not only reduces CtH, but often (depends on the weapon) also drastically reduces damage. Flanking not only is better, but actually substantial.
- There's no overwatch (except for when you rush an AI character who sees you).
- Nothing good ever happens if you pass a turn (well, unless you're using hp regen items or something, but that's rather rare).
- You're always heavily outnumbered, and simple shot exchange results in a game over screen.
That was actually one of the cornerstone assumptions underlaying all other design decisions.
Oh, a bit more on the reaction shot:
- On adjacent tile Damage penalties are ignored, CtH is 100%.
- Within 5 tile radius CtH is always 100%.
- BUT if you try to rush an enemy who sees you, he'll get a free reaction shot.
- BUT if you rush them when they're not expecting, there's no reaction shot.
What's concerning is the seemingly weak AI.
That is exactly what the design team is focusing during the delay we got.