Finally a location filled with germans which are not nazi ...
Sounds like a good systeml. Does every class have magic and they simply differ in ability?How does magic work in Shadowrun on Genesis? It seems to make you randomly dizzy, but does it also lowers your capability to make successful rolls when you use it repeatedly? You can set parameters for it, what's this about?
It's a shame that the game is so repetitive, grindy, brutal and random, because some aspects of it are truly fantastic.
I haven't played the genesis game (didn't own colsoles back then) but it sounds pretty much like how magic is handled in pen & paper.
For those who haven't played pen & paper, basically the way magic works is this (in p&p): When you cast a spell, you determine the "Force" you want to cast it at. The Force of a spell determines how powerful the effect is, but also directly determines how large the drain is. Once the spell is cast, you take the drain in stun damage (or physical damage if the force was way above your magic ability. Yay overcast) which you can then try to resist. So you could theoretically cast spells all day without running out of mana/spell slots. But in most practical situations you'll eventually fail to resist all the drain and the damage begins to rack up.
The way damage works in Shadowrun p&p is that you have 2 damage tracks -- physical and stun. If either gets filled up you die/drop unconscious. But every 3 boxes of damage you've begun to accrue (so at 1 damage, 4 damage, 7 damage etc) in either track give syou a cumultative -1 modifier to all die rolls. Including subsequent tests for drain if you're casting spells. So once you botch one drain test things can suddenly go downhill fast.
I imagine Shadowrun Returns will have a similar system in place considering it's the same people making it as who did p&p, and the drain system has been left more or less unaltered in all versions of SR P&P and would be easy to implement on teh computar.
Sounds like a good systeml. Does every class have magic and they simply differ in ability?
Pretty sure they've announced the extra money means it's going to take longer, I think they said something like March or April is what they're shooting for now.I was going to say "they're too early in production to release any actual gameplay material" but then I googled this shit and noticed that the game is initially supposed to come out next January. So they've got like, what, 9 months to develop this all in all? I wonder how much their original plans for the game have changed since the original estimate seems ridiculous for a full blown rpg.
One of the devs posted on the Something Awful forum and said they low-balled it hoping to get more than what they were asking because they really wanted to make it. I doubt it'll be what you consider a "full blown" RPG.I was going to say "they're too early in production to release any actual gameplay material" but then I googled this shit and noticed that the game is initially supposed to come out next January. So they've got like, what, 9 months to develop this all in all? I wonder how much their original plans for the game have changed since the original estimate seems ridiculous for a full blown rpg.
Since we're a small indie team, I'm sorry to say but we can't make a AAA 50 hour RPG. What we're trying to do is make a smaller tight RPG that can have an extended world if people want to make levels for.
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The $400k number is a low ball. We don't want the goal too high and not make the game. We want to make this game, end of story. I'm going to assume the other source is going to be Jordan himself, like it's been all the time.
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We know the biggest problem is we've been vague on the details, but honestly we were lowballing it and thought all we could do was to make a real small game, but the response has been overwhelming and now we have the opportunity to make the kind of game we really want to make, ie cool shit. Last night we were knee deep in discussion about everything and now we're currently working on an update that'll hopefully answer a lot of questions and get people more excited.
Oh they released a video Q&A last month: http://harebrained-schemes.com/post/shadowrun-returns-qa-with-jordan-and-mitch/ Damn I hate these things it's so much faster to read....
Anyway he said they're aiming for "early 2013" so not too significant a delay.
I'd be ok with them using the same assets/engine as Shadowrun Online.