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Kevadu24 karma

There has been a lot of talk and a lot of confusion about what the 'RTS' combat system in Project Phoenix will involve. I was hoping you could answer a few questions about it:

  1. Could you give an idea of the rough scale of the 'typical' encounter? I'm sure there will be variations, but are we talking about a handful of units, tens of units, a hundred units?

  2. Is there any possibility of implementing a pause-and-play style system where you could pause the game and issue new orders to your units and then resume to see them carry them out? I know a lot of traditional RPG fans are not fond of the fast frantic pace often seen in RTS games.

  3. There has been talk about an AI system that allows units you are not directly controlling to respond more intelligently to enemies. How extensive is this system? Can you customize the AI behavior? Can you issue multi-part AI orders (like go to a certain place and then set up a defensive boder, etc)? What kind of feedback is the player given with regards to what AI-controlled units are doing when they encounter an enemy or something?

I probably will come up with more questions, but that's enough for now.

Kevadu3 karma

It might be too soon for this, but is there any chance you can talk about the character advancement/customization system at all? This is an RPG, after all. Will there be something like a job/title system, character-specific skill trees, learning skills from equiment or items, etc? Thanks.

Kevadu2 karma

I know I've already asked a bunch of questions, but one more: Will every character in your party be a fully-developed NPC with a backstory, etc. or will the player be able to recruit generic party members like in many SRPGs?

Kevadu1 karma

As I understand it, your background is primarily in music. While you have worked on music for games before, can you tell us about your qualifications for directing and producing a game project like this? Thank you.