With just 8 days to go, the recent Insomnia Kikcstarter is still needing some more funds to reach it's Kickstarter goal. To see what the current development startus of Insomnia is and what motivated the devs to come back to Kickstarter again, Farflame talked to the Insomnia devs about that.
More information.RPGWatch: How much is the combat dependent on player's skills and how much on hero's skills and stats? Because your initial pitch was about RTwP combat with companions and special morale system. Now it seems its a little more action oriented with real physics (cover can be broken etc.). So I wonder what was changed in combat design and why?
The initial concept remained the same. We always wanted to have a realistic close and distanced combat system. The only thing that did change is the role of companions - now it's less prominent and we pay more attention to main the character's gameplay. When we first implemented the basics of the combat system, we had blocking mechanics, punches and covers. We started to test it and realized that the player won't have time to take control over his companions as well. However, you will still have an ability to pause the game and give orders to your NPCs, such as "take cover" and to "perform a distant attack", or "rush into the battle" to give yourself more time. Mostly the effectiveness of any battle will be determined by skills of the player himself, and not the level of his character.
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