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Dead State - Interview @ IndieRPGs.com

by Dhruin, 2012-06-19 00:52:25

Craig Stern from Sinister Design and IndieRPGs.com caught up with Brian Mitsoda to discuss Dead State:

You’ve spoken in interviews about some of the mechanics that will feature in combat: among them, the need to keep quiet to avoid attracting zombies, the need to stay out of zombies’ line of sight if they do show up, the need to deal with infections, and the fact that allies sometimes ignore your orders. On a more nuts-and-bolts level, however, how would you describe the combat system? Does it use action points? Initiative-based turn order? Are there targeted shots or manual weapon reloading?

Action points are for taking actions (weapons, thrown items, medical items, reload) and movement. Initiative is derived from the perception and then agility, with the player always having the advantage in a tie. There aren’t specific targeted shots, but there are special attacks and weapon modes that can be used to gain tactical advantage. Overall, we want to emphasize functionality over raw power/level advantage in combat. You can have a lot of points in a skill, but if you’re using a weapon purely to spam the basic attack, you’re probably not going to gain the upper hand. It takes delicate balance of squad weapons and armor to come out ahead.

Information about

Dead State

SP/MP: Single-player
Setting: Post-Apoc
Genre: RPG
Platform: PC
Release: Released


Details