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The boys at Gamers' Press are pretty active :-) - now they posted a interview with Pro Sotos, Producer for Strategy First's Disciples 2, the sequel to a very nice turn based strategy game set in a fantasy world. Here's a bit from the Q&A:
If I remember correctly, the D1's combat was quite static in nature - as you couldn't really move your soldiers around. What has been done to enhance that? Could you explain how a typical combat encounter will be resolved in D2.
Pro Sotos: The combat system in Disciples was designed with multiplayer in mind. Since it’s a turn-based game we didn’t want each combat to last 20 minutes, so the design team came up with a combat system that was quick and efficient. I think one of the best-kept secrets of Disciples: Sacred Lands was the Guildmaster’s advantage in hiring thieves because they could rearrange the position of enemy units before battle. In Disciples II, combat now takes place in a full-screen window and each of the over 200 units has a unique combat animation.
Other improvements to the combat system include three new options in combat, which are wait, defend, and auto-battle. When wait is selected the unit attacks at the end of the round. When defend is selected the unit gives up their attack but takes half damage until their next their turn, and auto-battle lets the computer play both sides of the combat. Leaders can now be equipped with up to five items via the paper doll interface instead of two as in Disciples: Sacred Lands. These items increase party or leader abilities, so as they move up levels and collect items they can use these to add to the abilities of the party. Two of the slots on the paper doll interface are items that can be used in combat and these items can be potions, orbs, and talisman. In terms of graphics our art team has dedicated a huge amount of time to making sure that each combat animation for every unit is unique and conveys to the gamer the characteristic of the unit. |
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