Death Trash Interview - History, Fight, Decisions and more


Stephan Hövelbrinks, responsible for design, art and programming at Death Trash, talks to us about the upcoming postalapalyptic role-playing game.

What do you take if you take a postalypical setting with cyberpunk and cosmic horror and make a RPG against? The Indie-Studio Crafting Legend stands on ToDesmüll will answer this very specific question. But it is not only the fascinating premise of the game, which has drawn our attention - there is much more about the RPG - which will shortly enter the early access - which looks promising, like the selection and follow mechanics. We recently turned to the developers to learn more about the game. Read our interview with Stephan Hövelbrinks, who is responsible for design, art and programming todesmüll below.

The freedom of the players is a great design goal for us.

_ death waste _ When it comes to offering players freedom - in terms of build diversity and approach to combat situations - how far is this freedom?

Dustwind 2019 -  Post Apocalyptic Strategy Role Playing Campaign! The freedom of the players is a great creative goal for us. This starts with basic functions and game elements such as that the player leaves the dialogue at any time. These include functions such as creating a character and different approaches to situations, including the attack on all or no one, as well as important decisions for the main history.

However, remember that this is a small indie game for which there is only one developer. It is simply not possible to achieve the same width as with games with a higher budget.

What can players from branched narratives expect in the game? How different can the results of situations that depend on the actions of the players?

The general tools that are always available to the player are combat in different forms (melee and ranged) and stealth. This means that the player can decide at least about life and death of the characters. There will also be decisions and consequences by dialogue options.

I do not want to promise too many variants of the story, as we are a bit limited by our budget, but the missions for many characters in the todesmüll The world is high and the results can be dramatically, so I hope that the player some very interesting decisions Meet, even if this does not happen at a constant pace.

How many ends has todesmüll have?

This is still in progress and I do not want to spoil anything, but there will be several situations that may include segregations through narrative slides and then give the player somehow the opportunity to travel through the wasteland to finish the page quests or simply Only enjoy the sights.

I would always prefer the freedom of the balance and then give the player tools to adjust this balance again, so that the game runs well, but not too easy.

Is it possible to play a game without killing a single character?

Yes, we seek that. It's a big development task, but it was one of the design goals right from the start. It may be necessary in many situations to rely on Stealth, but we also want to provide more tools for the player.

Is it also possible to kill each NPC in the game through your actions, regardless of its meaning for the story?

Yes, that will be possible. I am not sure if we can guarantee that the world is still enough for the killing of a very important NPC, there are enough notes and hints to pick up the story, but at least it will still be possible to reach the end of mechanical .

How hard is it to compensate for this feeling of freedom to make sure that it does not completely ruin the balance of the game?

I still find it out. It is my first game in this genre, so there is not much personal experience that I can reuse, apart from my knowledge as a player and my research. It looks like it's in fact a lot of work and it's more about finding good compromises rather than looking for perfect solutions. However, I would always prefer freedom to balance and give the player tools so that he / she can adjust the balance again, so that the game has a good river, but not too easy.

What are your biggest hopes for the early access time of the game in relation to the type of feedback you want to get from the community?

We are looking for technical feedback as well as ideas. Todesmüll is a role-playing game with a strong personality, which is actually a mix of many different elements, so that space for growth and more variety is in many directions. The todesmüll The setting is like a sponge that takes many wild ideas without making the whole scenario ridiculous.

Of course, the feedback of the players will help us find out technical and balancing problems, but I also hope that we will show us where the variety of quests is missing, and may even produce ideas for all new gameplay elements that exist side by side or Let yourself be integrated with the existing ones.

We strive for twenty hours when the player does some secondary tasks, but not necessarily one hundred percent.

About how long does an average playing of todesmüll take?

We strive for twenty hours when the player does some secondary tasks, but not necessarily one hundred percent. The Early Access will start with one third and gradually expanded. Subsequently, the last part is added with full publication.

Do you have any plans for STADIA? No current plans. I would not exclude it when smaller developers as we also get access and the portability is manageable, as this represents another option for potential players without jeopardizing the existing ones.

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