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Zombie RPG Design Update

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Zombie RPG Design Update

Development Info - posted by DarkUnderlord on Tue 20 October 2009, 14:15:57

Tags: DoubleBear Productions

Annie and Brian have been doing regular design updates on DoubleBear's upcoming Zombie RPG over at the Iron Tower Forums. Here's the latest:

Skills in the ZRPG – unlike, say, Fallout - don’t work on a percentage system, but in a 10-point spread.[...] You won’t be able to max out ALL your skills in the game, not by a long shot – where you put those points is a significant choice.
[...]
SO. Skill perks. In addition to having heightened benefits from increasing your skills, at certain thresholds – level 3, level 6, and the max level of 10 – you will gain a Skill Perk in that particular skill. Sometimes this is an active skill: the Kick ability (gained at level 3 of Melee) knocks a target back a certain number of spaces. Other skills are passive, such as the level 3 Survival perk, Survey – which increases the player’s viewing area on the Area Map by 50%.

It takes a small point investment to reach level 3, so the Perks are correspondingly handy, but not overly helpful. Level 6 takes more concentrated effort, so Perks are significantly improved – and the max Perk at level 10 is guaranteed to be awesome, albeit not in a “this is the win” cheesy and game-breaking way. No matter what skill you put your points into, it should be worth your investment, and Perks should be interesting, well-integrated into all other systems, and easy for the player to conceptualize – they should look at it and immediately know how and why it would be immediately useful to them.​
Earlier updates covered some of the other skills you can expect and how they might play out.

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