Din's Curse Q&A
6:00 AM | Cord Kruse | Comment on this story
GamersInfo.net has published a new interview with Soldak Entertainment's Steven Peeler. The indie game developer discussed Din's Curse, the company's upcoming action RPG, as well as the difficulties faced by independent developers.
In Din's Curse players take the role of an adventurer cursed to walk the lands in a quest for redemption. The game features 141 possible class combinations, an infinite number of dynamically generated towns, and a game world directly impacted by player choices.
GamersInfo.net: The other feature of Dinís Curse that I took note of was the dynamic world and quest system. How does that work, and how did it come about?Visit the page below to read the full interview.
GamersInfo.net: Soldak Entertainment Q&A
Steven Peeler: Instead of starting in the same world each time, in Dinís Curse, you start in a new town that has different problems than any other town. It doesnít stop there, though; these quests arenít static. If you donít do anything about them, they will cause other trouble. For example, letís say the boss Nightweaver has taken over level 5 of Frantic Pit. Nightweaver isnít just going to sit there doing nothing waiting for you. He might cause a Saurian uprising, build an earthquake machine, send an assassin into town to try to kill the townspeople or do one of many other possible things. Other monsters can even impact the quests. In our boss example, Earthstomper might show up and kill Nightweaver to take over the dungeon.
Depths of Peril had a pretty dynamic world, and I thought it worked out really well. Our gamers and reviewers have also been pretty positive about it. So for Dinís Curse, we have really expanded it. There are more quests and many quest chains. Weíre also much more careful about informing the gamer why something happened.
GamersInfo.net: Are there any other features in Dinís Curse that youíd like to mention?
Steven Peeler: One of the other big things in Dinís Curse is that there are a lot of ways to interact with the environment. You can bash down doors, oil can be set on fire and catch other nearby things on fire, breaking support beams might cause cave-ins, and many other things can be interacted with. This interaction isnít always on purpose, though. Setting off a fire ring trap will catch wood objects on fire and destroy fragile things. Many monsters take advantage of the various objects in different ways. One of my funniest play-testing moments was when a zombie pulled a lever, which set off a trap and dropped him two floors down deeper into the dungeon.
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