BioWare published another record on a blog dedicated to production Dragon Age: Dreadwolf. The post talks about the work of gam designers on the progress system and the tree skills in the upcoming game. Collected the main thing from the note.
Previous games of the series approached role-playing systems in different ways, and in Dreadwolf The team will continue to experiment with them.
Several groups of specialists work on the key role system at once, including system designers, UX-designers and gameplay designers. Their joint work is aimed at creating a whole product.
Developers are aware of the importance of the tree of skills for characters, so they try to make sure that every point of skill spent has an understandable and tangible effect on passing. At the same time, employees BioWare They emphasize that it is necessary to maintain a fragile balance between the provision of many options to the player and their overload.
The process of creating a tree of skills looks as follows. At first, system designers offer ideas of how the progress system and the Tree of skills can look, and also distinguish points that should not appear in them. When a single vision is formed, specialists responsible for the convenience of using. They look at the plan from the prospect of Gamer to find problems and give feedback. Next, technical experts sew together materials from artists, programmers and interface designers. Then follows a long debugging process, while the systems are brought to readiness.
Team BioWare So passionate about the design that "in the power of endlessly talking about him". Design is necessary in various aspects of the game – from detailed pages with characteristics to manually created locations, so the studio does not exclude that it will affect this topic again.
Recall, Dragon Age: Dreadwolf announced in 2018 as a direct continuation Inquisition. The main opponent in the game will be SOLAS-a magician from the people of the elves. The release and platform dates do not have a project yet.
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The best comments
Despite all the fears, I believe, I https://casinoways.org/login/ hope. The last addition to the Inquisition was very sincere.
The main thing is that most of the tree does not consist of passive skills.
I hope for the return of the schools of magic (they are also registered in Laura, there will be no problems), for adequate racial bonuses (since, if I do not play for a mag, then for the gnome). It is still surprised what the logic was to give people +1 skill points, and gnomes/elves boring resistance to one of the types of damage in three
The moment with the disbandment of the Inquisition, and after the meeting with a circle of friends in some basement, one of the most spiritual moments in the entire series)
Of course, setting up AI tactics in Orijin was not perfect, but tell me the example of the party RPG, where it was better? Or where she was generally even in a close state?
Setting up the AI tactics in Orijin and the second part (which received simplification) is a gorgeous idea for any parties with a real fighter, which, unfortunately, does not adopt other developers, because it requires a lot of labor costs for implementation.
Yes, I would be glad if in party RPGs a tactic was realized even 2 times easier than it is in the orijing.
A nit -picking from among – “I want to poke” from a person who will always be not satisfied with everyone if he begins to grumble at one of the best mechanic in Orijin.
All these guides were not written by programmers with 10 years of experience, but ordinary people. Sometimes even with secondary education.
There are simply two different approaches to life: “I have done well done!"And" I am well done that I did not bother!", Which depend on the environment and personal experience. And for a good game for everyone should include content for both categories. For there is no small bunch of nerds, like piles of incidents. These are all equivalent parts of society.
It is impossible to pre -evaluate the result, but please return the tactics.
Only two words – blood magic with:
And it was worth doing this to the developers of Orijing: to rewrite the tactics system or divide the commands on their action or write the training of more than one sentence “this is the tactics screen, here you can more precisely configure your companions” so that the players do not rummage the code, do not spend hours of testing each team to write guides in the Internet, but played and plunged into the new world. Well this is not RPG for DOS, in which the devil will break the leg, but 2009. Even earlier, in 2007, their best series actually started-the mass effect-in which the very readable screen management screen was.
In the current realities, when almost all the weighty trias of games are not released, but in early access, is it worth it to spend more for developing and testing a completely new tactics screen when AI of companions will still have to write?; когда комплексная и интересная прокачка и боевка может увлечь и хардкорных геймеров и казуалов, без всяких дополнительных усложняющих таблиц тактик?
Yes there are no big difficulties. All AI teams and interface elements are already in games. Combine all this in one window one week. Unless of course there is not spaghetti code, but you need to do your job normally. Moreover, just such things when your work will be visible to the final user is just a well -thought -out approach, and not as usual.
The only problem is that such features are already by the very “Quality of Life”, which is often ignored, due to which it does not really help. So it’s convenient for people to make all sorts of models usually.
As a result, the examiners end with anthem level exceptions.
The grunts with arguments is not grunts, but criticism, I already explained everything from above. You yourself realized that the development and testing of such a complex table will take a lot of man-hours, and the exhaust from such will be minimal, despite the fact that such a big game as RPG is much more difficult to test than a corridor shooter or platformer (which I also mentioned earlier). The outfits of Taoshka and about their unique origins said that it would be better if they did not do them and focused on another – most gamers went through the game once and forgot; those who have gone at all for each of 6 began much less. So you look and the animations of female characters did not look like not knowing what, and maybe the characters did not move in the strap of the same animated and forward and sideways. And now and even more so-when each tria project (the same ordinary shooters) appears on the release with overwhelmed and with poor performance (even on consoles (sitting and playing, yeah)), and you have to wait for patches, and not actually play
The diesel ones played Orijing and spent precious, unexploded without “awakening”, glasses of abilities to expand tactics characters to test it for strength, m? I will now explain the fundamental problem on which the tactics screen is useless without additional help from the Internet.
Do you want your firm-roga to choose the foul of the hp-shoe magician at the beginning of the battle and give it with some deafening ability from afar, until he did business with his powerful magic, and then go and manually plug it with his hand-to-hand? You choose in tactics on the left half “If”: Enemy: Target Using Attack Type – Magic and ENEMY: Health here is the main problem of Orijing tactics: the game does not explain that she has two pools of teams that work in different ways – no intra -game tips or explanations, this is not a dismissal of flights to look into the management for the management for Information about a pair of hotkei games. What, these commands on the screen of tactics are not sorted by the method of their action, but are located mixed together. This is good in 2023, went on a fandom on Tao-Sho and read how tactics work, and what happened in 2009 when neither the fandom nor half of the Internet, probably, did not exist and it just began to spread by the planet’s population with semi-mini steps? Even the only existing mod for expanded tactics does not celebrate, does not sort and does not explain the principle of operation of both bullets, but simply replenishes their list by other teams in order to more accurately form tactics – well, when you read additionally by tactics on the Internet, of course.
Yes, none of the norms-roamers (t.e. Most players in Grape) will not at all touch these complex tables “if” and understand it with mathematics and programming even with the most convenient, light and at the same time detailed intra-game guide, we like a bunch of nerds to pick these genres of strategies, complex tactics and RPG type of passenger. Therefore, let biowares instead have a normal II-shnik of companions and control their abilities in Rial-Time, so that the Sospellovsky combo (which were in all three parts are an integral part of the gameplay of the series), without breaking the brain, not through the stretching gameplay time of the pause menu and not finishing up with difficult menu of the Oridzhinsky tactics menu.
This, of course, is wonderful, but I hope they will not take the combat system from the Inquisition itself – no matter what a cool development system was, it will work as … as an Inquisition on the rails of a cooperative session. Not that very bad, but I would like something more oriented towards a solitary game (I don’t even dream about a pumped battleship from Orijing). And yes – return normal tactics settings!
… which did not work properly in Orijing. It is better to let the AIs pump partners so that it is possible to combine the capabilities of the detachment not through the pause menu.