![]() I can see how your concern might arise from my quote. If you are not 100% convinced, I can send you my boxed copies of all Quest for Glory games, as a reminder of how you can have puzzles that feel like real puzzles even if they can be solved in multiple ways according to your character skills )? ![]() My second question: in a another KS update you wrote (quote): “For us, a “puzzle” isn’t an attempt to divine the will of the designer, but rather an obstacle with multiple solutions involving various Difficult Tasks and their applicable Effort and skills”.ĭoes this mean that Torment won’t have any puzzle/problem with not-so-obvious solution? Which is to say: Will the puzzle-solving elements of the original game be dropped in favor of the effort management of the new one (please don’t do that. Our inventory design is based on Pillars of Eternity’s – partially because we had just gotten their codebase at that time (so we could see how they were doing things) and partially because a single inventory screen for the entire party is just a good idea.Īdditionally, as you mentioned in the full text of your question, Alessandro, TTON’s weapon sets will be representative, so a single weapon can be used in multiple weapon sets. If I did, it was either very early in design or else a mistake. I’m not sure where I might have mentioned separate inventory screens. ![]() Alessandro Gambino has two questions today:Ī couple of questions that arose directly from my playthrough of Pillars of Eternity.įirst question: As far I remember, in Torment we will have separate inventory screens for each character, won’t we? And if so, any hope you guys are reconsidering this part of the GUI?
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |