Seven Dragon Saga - Lore & Design

Couchpotato

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Well another day and we have another kickstarter update from TSI. This time Paul Murray talks about combat, and David Shelley adds a bit of information as well.



Paul Murray, Systems Designer, On Tactical Combat

Ever since my earliest days at SSI with games like Wizards Crown, I've sought to make party composition matter. With SDS I'm working to achieve that in a couple of different ways. First, the ability systems allows players to create a wide variety of characters, providing the option of creating specialists, such as front line warriors, or creating generalists who can deal with more situation. Allowing players to choose and experiment with character types, party composition and tactical strategies is a key goal. In addition, we're working on bringing tactical options to the environment, and enemy AI.

David Shelley, Lead Designer, Follow up to Paul

Just some quick additional notes. Some of the features Paul talks about in reference to tactical combat, also apply to exploration of the zones. While we will see that no specific movement or other ability is required to complete key quests, we will look to using the terrain and mobility options to provide benefits for those who have characters with the special movements, have useful skills, or simply like to poke into unusual places.

Also, we are looking at ways to alter a given zone in a strategic manner. For instance, the party might anger an earth spirit, who then causes an entire underground region to erupt to the surface, collapsing some areas and making it into a jumbled maze. The more options we can provide the players to make a real impact, the happier we will be.
More information.
 
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Jumping to different elevations, movement across difficult terrain, limited teleport, and exploiting destructive terrain; these are all cool features.
 
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Trending towards 84%. They need to speed things up a bit.
 
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I think it all depends on the end game now. If they can get it to 80% with 3-4 days to go, then they have a shot.
 
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Jumping to different elevations, movement across difficult terrain, limited teleport, and exploiting destructive terrain; these are all cool features.

I agree. I've been waiting for a long time for a tactical RPG with differing elevations and destructible environments. I'd love to see an in-depth RPG based on the superhero PnP RPG....Champions, was it called? When I was a kid, there were two out at the time, and I played a bit of both. One was more complex, and I liked it better. It was great fun throwing someone through walls and having a building collapse on them.

On the computer front, the old Freedom Force came somewhat close to this and was good fun, though I'd like to see something a bit more in depth.
 
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I agree. I've been waiting for a long time for a tactical RPG with differing elevations and destructible environments. I'd love to see an in-depth RPG based on the superhero PnP RPG….Champions, was it called? When I was a kid, there were two out at the time, and I played a bit of both. One was more complex, and I liked it better. It was great fun throwing someone through walls and having a building collapse on them.

On the computer front, the old Freedom Force came somewhat close to this and was good fun, though I'd like to see something a bit more in depth.

Champions actually came close to a crpg already which was supposed to be released waay back, but it never got completed...I remember waiting for it.

There was champions online, not much other then characters from the orignal rpg that tied it in.

https://crpgbook.wordpress.com/2014/12/04/wish-you-were-here-15-crpgs-that-never-made-it/

they mention the original champions game..
 
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Yeah, no MMOs, please. Isometric with tactical turn-based combat would be nice. :)

Yeah the MMO was different, but note the original was going to be a side scrolling rpg, something I wanted at the time in the worst way.
 
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