Register Lost Password?  Cookie?
  The time now is 11:29 PM GMT -6.  
Banshee Network
 
Quick Links
 
 
GameBanshee Swag
Site Features
Submit News
News Archives
Join Our Staff
Forums
Community Blogs
Reviews
Previews
Interviews
Editorials
About GB
Advertise With Us!
Advertisement
 
Go Back   GameBanshee Forums > Forum Categories > News & Feedback > GameBanshee News

Reply
GameBanshee Forums  
LinkBack Thread Tools Rate Thread Display Modes
  #1 (permalink)  
Old 06-17-2008, 08:38 PM
GameBanshee News's Avatar
News ID
 
Join Date: Nov 2002
Posts: 25,282
Post Depths of Peril Interview

Rock, Paper, Shotgun, brings us an interview with Soldak Entertainment's Steven Peeler about Depths of Peril.
RPS: What challenges did you face putting it into action? What sort of advice would you give people trying something similar?

There were a bunch of challenges with getting the factions and dynamic world working. I’ll just talk about a couple of them though.

The first challenge, one that I think a lot of “hybrid” games fail at, was finding a good balance of strategy and action and doing both well. It seems to me, a lot of “hybrid” games end up trying to take too many features from both genres. You tend to end up doing both halves badly and have a big mishmash of random features that don’t work well with each other. In Depths of Peril, we knew we wanted to primarily be an action RPG, so we chose very carefully what strategy elements to include so that all of them enhanced the gameplay and all together created something unique and fun.

The other big challenge which I touched on earlier was testing and fixing bugs. In a linear game, when a game crashes at the first left turn on level 5, it’s most likely because the player did something specific that crashed the game or the game is coded/scripted to do something specific right there. In other words, many times you know what caused the problem and can reproduce it fairly easily. However, when you have multiple factions that are constantly adventuring or raiding one another, monster uprisings, attacks on the town, and many other dynamic things going on in the game world, it is rarely obvious what happened if the game crashes. I’m not saying that linear games are easy to test or debug, but a dynamic game is much harder to track down these things. Depths of Peril however is pretty stable and has fixed most of our bugs a long time ago.
Reply With Quote
Reply


Thread Tools
Display Modes Rate This Thread
Rate This Thread:

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is On
Trackbacks are On
Pingbacks are On
Refbacks are On

Forum Jump


 
      Powered by vBulletin® Version 3.7.2
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.
Search Engine Friendly URLs by vBSEO 3.2.0
© 2000-2008 GameBanshee.com