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Friday, May 25, 2007
 
Avernum 5: World Design, Structure, Battles
6:00 AM | Cord Kruse | Comment on this story

In a post on the Spiderweb Software forums Jeff Vogel recently offered a new update on the changes and additions fans can expect in the upcoming fifth game in the popular Avernum RPG series. The game will feature gameplay improvements, an intricate plot, and larger battles.

Pretty much every section that doesn't have a town has a hostile area of some sort, generally with some sort of boss-type creature. The bosses near the beginning are fairly straightforward (mages, priests, things that spawn adds), but they'll get fairly baroque later in the game.

I have also reworked how I prioritize my time. Actual dungeons with significance get more time than the did before. The first major storyline dungeon has far more scripted events, special stuff, and so on than practically any dungeon in Avernum 4. Having had plenty of practice working with the engine helps a lot.

Oh, and for people who missed the interviews, in Avernum 5 you will be Empire soldiers, who have had the misfortune to be sent to the underworld. This is not actually the first official Avernum adventure where you work for the Empire. (That honor goes to the Blades of Exile/Avernum scenario A Small Rebellion, which is coincidentally one of my favorite scenarios I've designed.)
Check out the Spiderweb forum page linked below to read the rest.

Spiderweb Forums: May Avernum 5 Update
Spiderweb Software
Avernum 4


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Archives  News  Avernum 5: World Design, Structure, Battles