1. SPS Accounts:
    Do you find yourself coming back time after time? Do you appreciate the ongoing hard work to keep this community focused and successful in its mission? Please consider supporting us by upgrading to an SPS Account. Besides the warm and fuzzy feeling that comes from supporting a good cause, you'll also get a significant number of ever-expanding perks and benefits on the site and the forums. Click here to find out more.
    Dismiss Notice
Dismiss Notice
You are currently viewing Boards o' Magick as a guest, but you can register an account here. Registration is fast, easy and free. Once registered you will have access to search the forums, create and respond to threads, PM other members, upload screenshots and access many other features unavailable to guests.

BoM cultivates a friendly and welcoming atmosphere. We have been aiming for quality over quantity with our forums from their inception, and believe that this distinction is truly tangible and valued by our members. We'd love to have you join us today!

(If you have any problems with the registration process or your account login, please contact us. If you've forgotten your username or password, click here.)

Death Trash - Interview @Gaming Bolt

Discussion in 'Game/SP News & Comments' started by RPGWatch, Jan 27, 2020.

  1. RPGWatch

    RPGWatch Watching... ★ SPS Account Holder

    Joined:
    Jul 28, 2010
    Messages:
    30,415
    Likes Received:
    30
    [​IMG]An interview with the creator of Death Trash from Gaming Bolt.

    [​IMG]

    Is it possible to complete a playthrough of the game without killing a single character?

    Yes, we're aiming for that. It's a big development task, but it was one of the design goals right from the start. It might be necessary to rely on stealth for a lot of situations, but we want to include more tools for the player, too.

    Similarly, is it possible to, through your actions, get every NPC in the game killed, regardless of their importance to the story?

    Yes, that will be possible, too. I'm not sure at this point if we can guarantee the world will still give enough hints and clues to pick up the story after killing a very important NPC, but at the very least it will still be possible to mechanically reach the end.

    How hard is it to balance that feeling of freedom against making sure it doesn't totally ruin the game's balance?

    I'm still figuring this out. It's my first game in this genre so there's not much personal experience I can reuse apart from my knowledge as a player and my research. It looks like it's indeed a lot of work and also more about finding good compromises instead of looking for perfect solutions. I would always favour freedom over balance though and then give tools to the player so she/he can customize that balance again so the game has a good flow but also doesn't get too easy.

    [...]
     
    Last edited by a moderator: Jan 28, 2020
Sorcerer's Place is a project run entirely by fans and for fans. Maintaining Sorcerer's Place and a stable environment for all our hosted sites requires a substantial amount of our time and funds on a regular basis, so please consider supporting us to keep the site up & running smoothly. Thank you!

Sorcerers.net is a participant in the Amazon Services LLC Associates Program, an affiliate advertising program designed to provide a means for sites to earn advertising fees by advertising and linking to products on amazon.com, amazon.ca and amazon.co.uk. Amazon and the Amazon logo are trademarks of Amazon.com, Inc. or its affiliates.