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August 8, 2022 at 8:28 am
#1768616

The area I’m focusing on just now is the TASKS as they are crucial to smooth gameplay as they can potentially be carried out by characters and companions so the process of having tasks activate either directly or via a command is important.
The areas I’m looking at currently are.
- Opposed vs Unopposed tasks (how to model that some tasks have a test for success)
- Commands and the interplay between the character and the companions. (most recent version has the TASK cost listed with the companion rather than a cost for both issuing the command and performing the task (that’s redundant) this is a little more streamlined.
- Standardization of TASKS – I like the idea of not having to constantly flick through a book wondering what can I do, so I’m standardizing a fixed set of tasks that can be performed, and then use the Mission packs to eek the most creative play options out of those.





























