Guyduk Can you tell us more about the combat, dialogue and skill system? Is the combat purely real-time like we see in the video? Since it's level-less, are you using a skill point award/buy system in place of XP/levels?
Both, actually. You can raise your skill via use, and you can further invest in a skill by purchasing some additional skill points from your XP pool. This gives you a bit of leeway in how you develop your character.
Ok, I'll bite. It looks good and I like the ambient. Neat stuff. But judging by your video and pitch I still can't tell if it's an Action RPG that focuses mostly on combat or does it have other kinds of interaction? I mean is it an RPG or an ARPG?
It's an RPG. We have a fair amount of dialog and non-combat interactions planned - enough to have a solid part of Kickstarter money being diverted to hiring British and American writers to go over our dialogs and text and and do as much with it as they can.
We are competent when it comes to writing, but we want it to shine, not to mention the fact that translation has to be as good as possible.
As for the rest, as well the combat system:
Well, it's a not a Diablo with guns. Clunky as it looks, we actually have all the systems required for varied and more or less tactical combat in place.
Of course, that basically asking you to take things for granted, so here's a hypothetical scenario for you, paraphrased from the design doc:
You come upon a turret defending an important location.
From there this can go a few ways:
You can attempt to charge it head-on. This'll be tricky, because if you don't have a heavy enough armor(preferably the heavier, motorized kind),chances are, your character will end up dead real fast.
Even if your armor is good enough to withstand a 9mm burst, the turret itself is heavily armored, so conventional firearms won't do anything to it - at best you some chance of disabling optics if you're lucky.
You'd need some special weapons to do something about it. Grenade launcher or laser rifle will do, or you could use specialized ammunition if you've got any.
The problem with heavier armor, though, is that it limits your movement, slowing you down, and limiting your options, which might be fine if you're facing a lone turret, but in a firefight with multiple enemies you risk getting outflanked - never a good thing.
So, if heavy armor is not your thing, you can attempt to outflank the turret - it has a limited field of fire, and if you aren't encumbered, you can move fast enough and line up a few shots for its power supply.
Well, to do that, you'll have to move from cover to cover to line up a good shot.
There are two problems with that: first, the cover is hardly rock solid.
A wooden box won't protect you from much. A metal crate is better.
A concrete pillar is really nice, but cover is also destructible, and it will only protect you for so long - you'll have to move, you can't simply pop in and out and take potshots.
The fun part here is that cover placement is randomized a bit from playthrough to playthrough, so, chances are, you are not going to see the same solution to every firefight.
You can also grab a riot shield and make yourself a cover of your own, and use it to cross over - depending on the quality of the shield you may be able to pull it off safely...or not.
If direct approach is not you thing altogether, you can attempt to find a generator the turret is connected to and disable it. Chances are, though, that generator is powering a lot of other stuff too, so while the automatic defense systems are turned of, so are the lights.
Finally, if that turret is located in the older, neglected sections of the arc, you can attempt to stage a cave-in. That's risky stuff - you can easily get crushed under two tonnes of rusty metal, or close off a convenient access point to another area.
Now, all that sounds good in theory, but how much of that is actually in?
Everything is already coded, but we still need a do lot of art assets for destructible cover, so most likely you won't be seeing them in the first demo. Cover penetration is already in, though, and it works as intended.