Only through the use of the portraits, if you look at the second screenshotironmadeit wrote:Will it be possible to choose gender?
Character Creation ^^ The first thing we do.
Re: Character Creation ^^ The first thing we do.
Yummy, more baked maggots ... bah, give them to the mage ...
Re: Character Creation ^^ The first thing we do.
Yep, the portrait you choose determines the gender. Apart from affecting the sound effects the gender has no game play effect.ironmadeit wrote:Will it be possible to choose gender?
Re: Character Creation ^^ The first thing we do.
Must have an insectoid in my first party - it sounds too cool.
Re: Character Creation ^^ The first thing we do.
I'm going to have fun with my first party to venture in Grimrock - four foolhardy lizardmen with shields and weapons only.
Well, maybe with some magic mixed in...
Well, maybe with some magic mixed in...
Re: Character Creation ^^ The first thing we do.
I'm digging that interface!
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Re: Character Creation ^^ The first thing we do.
AgreedShiva wrote:Must have an insectoid in my first party - it sounds too cool.
Also, i think character generation screen looks very nice and old school!
Re: Character Creation ^^ The first thing we do.
I liked the old D&D rules, where males got a bonus to strength, and females to dexterity. Because in real life the difference is more than just a portrait.petri wrote:Yep, the portrait you choose determines the gender. Apart from affecting the sound effects the gender has no game play effect.ironmadeit wrote:Will it be possible to choose gender?
Re: Character Creation ^^ The first thing we do.
Probably via the portrait, I'd guess.ironmadeit wrote:Will it be possible to choose gender?
Re: Character Creation ^^ The first thing we do.
Looks nice............yes really ! Can´t wait til April
Seanser
Re: Character Creation ^^ The first thing we do.
What I'm really hoping for is a very clear explanation of what every single stat and skill does before we commit to it. Probably with a mouseover or something along those lines. I've played a few indie rpgs lately which really frustrated me by keeping what my stats did in the dark. Does strength help with dagger damage or is that dexterity? Is my chance to hit in melee based off dexterity, or my weapon skill level, or my strength (which was always weird to me in D&D, wouldn't dexterity govern chance to hit and strength how hard you hit?) or a combination thereof? When I take a skill will it tell me exactly how it works and which stats affect it's power if at all? Am I raising the right stat to increase the power of my "whirling blades" ability or not? See what I'm getting at here?
I know it loses some of that "old school" mystique but lets face it, some of that old school stuff died out for a reason. When molding your party into what you want it to be, there's certain information you need to have and I don't want to be forced into playing the game for hours to experiment and figure out what does what before I can go back to the beginning and make the party I actually wanted. People are going to work this stuff out in a week and post the formulas online anyway so why hide it? Please, let me have the information I need in order to play the party I want to from the get go. Sorry if that isn't old school enough for some of you but I've been gaming since the VIC 20 with Sword of Fargoal, Dungeon Master, Might and Magic and all their cousins. I've lived through the frustrations of not knowing and to me they were just a way pad the game out and make the player start again once the system is understood. An example of doing it well is a little game called Orcs and Elves on the DS. Lots of stats and numbers and it was all explained, leaving me to play the game how I wanted to and enjoy myself.
I'm looking forward to mysterious caverns and hidden switches, cursed items and ambushes, not putting points into dex only to find out fighters only need str and con. Perhaps that is old school, but it's not fun.
TLDR, Jools
I know it loses some of that "old school" mystique but lets face it, some of that old school stuff died out for a reason. When molding your party into what you want it to be, there's certain information you need to have and I don't want to be forced into playing the game for hours to experiment and figure out what does what before I can go back to the beginning and make the party I actually wanted. People are going to work this stuff out in a week and post the formulas online anyway so why hide it? Please, let me have the information I need in order to play the party I want to from the get go. Sorry if that isn't old school enough for some of you but I've been gaming since the VIC 20 with Sword of Fargoal, Dungeon Master, Might and Magic and all their cousins. I've lived through the frustrations of not knowing and to me they were just a way pad the game out and make the player start again once the system is understood. An example of doing it well is a little game called Orcs and Elves on the DS. Lots of stats and numbers and it was all explained, leaving me to play the game how I wanted to and enjoy myself.
I'm looking forward to mysterious caverns and hidden switches, cursed items and ambushes, not putting points into dex only to find out fighters only need str and con. Perhaps that is old school, but it's not fun.
TLDR, Jools