Eschalon: Book 1 Q&A
8:15 AM | Cord Kruse | Comment on this story
RPG Codex recently interviewed Basilisk Games about their upcoming debut RPG title Eschalon: Book 1. Eschalon is the first in a trilogy of turn based RPGs which harken back to the days of Ultima and Wizardry. Players explore a massive outdoor environment and delve into sprawling dungeons as they attempt to uncover the secret of their character's origins. The interview covers a variety of specifics about the game itself including the skill system, quest design, and combat engine.
5. Eschalon promises to have a "turn-based yet fluid combat system keeps the action feeling near real-time." What exactly does that mean? Why do you want to present your system as "near real-time?" What a typical combat turn would be like? To read the full interview and learn more about the game follow the links below.
RPG Codex: Eschalon: Book 1 Interview
Well, what we mean by that is we've tried to allow the combat rounds to flow with little or no delay, if the player wishes. The game is still purely turn-based; we've just tried to streamline the rounds during combat.
Here's a more technical description: as soon as you choose your attack, the game rapidly parses through all world events currently in queue, then calculates the results of each event based on initiative and other factors, and finally plays out the results for that round on the screen. If you click rapidly on targets during combat, the action can play out at a speed that appears about as fast as most "Action RPGs". But just like any other turn-based game, the moment you stop clicking the mouse, the engine halts until you decide your next action. Basically, if you like to play it fast, you can...or you can sit back and step through comb
Eschalon: Book 1
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