a5cent
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- Nov 3, 2011
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My next game (after the Gun Frenzy port to Windows Phone) will be Demon's Bane (working title). It's a cross between XCOM and Diablo and essentially has you exploring a dungeon with a team of six heroes in a turn-based format. The game will use a hex grid and action points to determine how much a warrior can do each turn. The game is currently at around 50% complete ... the core engine is done and the first 5 levels are in a fairly polished state. 8 out of the 16 hero options are done. Here's an early screen shot to wet your appetites ... I expect to release on Windows Store and Windows Phone before the end of the year.
I see the influence of Blackguards!
What I loved about Blackguards was the depth to character development, the old school combat mechanics, and that it was for once a game where the hardest difficulty setting actually was strategically challenging (at times). ;-)
The worst thing about Blackguards was that it was too closly tied to the DSA ruleset. Particularly when the difference between a party wipe and winning the encounter depended on a spell not misfiring in the first round. If it did misfire, you'd know the fight was over before it even started. Typically you'd just reload and try again, until the spell didn't misfire. That is not fun. Instead of the all vs. nothing approach, I'd recommend a system where spells always work, but just be more or less effective, particularly if casters are mainly buffers/debuffers like in Blackguards. If you'd want to make it hard you could say a caster may not be attacked in the same round of spellcasting or something like that, but provide enough opportunities for a caster to find cover or be defended from meele attacks by other party members.
IMHO the story was also very corny. Definitely no DA:O.
Finally, the character development system wasn't intuitive enough. I figured it out, with the help of an excel sheet, but understanding the interdependencies between attributes, abilities, talents and spells required more time than what most players are willing to invest. A character development system should give a player a lot of meaningful choices, between a lot of desirable options not all of which can be obtained, but it shouldn't be difficult to understand. I'd site the first Witcher game as a character development system that was well done, much better than in the sequel.