1/1/2023 0 Comments Sacred fire kickstarter![]() ![]() I tried to play a hybrid Hunter/Diplomancer by focussing only on speed and perception related combat and on the two friendly persuasion options. And I think game dev is really about the time you put in. This way I wake up every morning eager to get working on the game. I already feel successful, because writing code, creating interactive scenes, and detailed character art, that's my favorite way of spending time. I'm lucky that my leisure and favorite past-times cost next to nothing taking a hike in the mountains, reading a book. And then it really fits my temperament, it's not like I want to make big bucks in game dev, so that then I can go and build a life I want to live. And all this allows me to just take the time and implement the design without cutting corners, and address every flaw that weakness the immersion. It's not even about the 'first ascent' for me, so not terribly worried someone will do this first. I think the genre can do much more for a person who loves to immerse themselves into a role defined primarily by the characters worldview and mindset. ![]() What drives me forward is that I truly believe the existing implementations don't capture the creative problem-solving of a Pen & Paper role-playing session that I love. Of course I have to make a living, so I'm working hard, but I mean that's the thing - if I was motivated mainly by financial success I would be doing what everybody else is doing, the current hot flavor in the RPG genre. But that's not why I'm in game development to start with, so not terribly worried about it. I don't know if Sacred Fire is going to reach a large enough audience for that kind of success. I really appreciate you taking the time to post. Udm Wait, did you just manage to call me hyper autistic as a compliment? You sir, made my day Right at the beginning of the combat, your character recalls the lessons when sparring with his older brother, warning the player "Do not just trade blows" "Find a weakness" "If there is none, create one". And then scare you opponent into submission or fleeing. And who said that you need to use it to wear the opponents HP down? You can use it to show off and gain renown for doing daring feats, show dominance on the battlefield etc. SACRED FIRE KICKSTARTER HOW TOOr how to gain extra renown, if you dare to. Or you or your opponent could go berserk, or freeze up putting you into far more risk etc.īut, again, there is a LOT of tactical options how to gain an edge - use the environment, go for a radical attack, pretend fear, etc. But you could easily run out of motivation if you went for actually hitting the opponent and you build is not high on motivation. Well the combat is designed this way - you can take the safer but longer path of just wearing your opponent down. Thank you for the feedback bits, this is really useful, I appreciate it. Yes, I've played the scenes hundreds of times, when testing and I still get pulled into the 'just one more choice' pacing from time to time. Sacred Fire is all about the tactical exploration of a scene and figuring out how to gain an edge, prepare and be smart about things. Yes, all the scenes are written out at the granularity level you see in the demo. This is something I wouldn't put past failing to understand the system on my end, though. Except for the combat because I got the impression I could keep sparring with Morl forever as long as dodging was on the table and my character wasn't combat-centric enough to really dish out sufficient damage because I had plenty of MP to burn to affect Control and roll chances through it. Now, it also means every individual action is throwing up modifiers on the screen, without even going into things like enforcing Ideas or not, but I liked the overall pacing constantly moving you forward. If the opening part with the deer is how we can expect scenes in general to be structured it's granularity at work backed by all those character stats. In a way Sacred Fire seems to be something I didn't really know I wanted until trying it - what would in other RPGs really just be "roll a skill to see if you succeed and move on" here it's about breaking down the scene itself into individual bits that can go right or wrong. ![]() Yeah, I have to chime in with the rest and say it's a really solid demo. ![]()
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