EvilP 更新于 2022-02-01 19:06
- Fanstratics Troop: Ramfolk Headhunter
- Within the Stoutblud faction, the Ramfolk Headhunters are treasured allies, routinely admired for their melee ferocity. Content to occupy the front lines, they can deliver a destructive short warhammer strike, often accompanied by a devastating ‘headbutt’. Enemies enduring such an Assault, may stunned for a few turns, or concussed for the remainder of Battlefield Combat. When Justin and I started work on the Headhunter, he initially delivered... a really angry goat. In response, I told him I wanted a ‘ram’ not a ‘goat’... Thor not Wolverine. Specifically, I was looking for a battlefield ‘bruiser’, and with his next rough, he delivered something more traditional and definitely in the right direction. When he got around to rendering the actual Headhunter on stream, it really came together. At this stage in the development of the Troop rosters, I’d dare say the Ramfolk Headhunter is my new favorite. For those of you who want to see Justin actually create the drawing, you can always watch a VOD of his Twitch stream.
- Fanstratics Question: In all HoMM games, cities do not respond to the type of terrain they are located on. That is, if a town whose native landscape is grass is located on a different landscape, for example, on snow or in a dungeon, then it will still be displayed as located on grass in the town menu and during a town attack. The exception is homm4, where the background pattern changed depending on the landscape. Can FST have multiple town variations for different landscapes in the town menu, or will there be a strict binding like in HoMM3?
- More than likely, the binding will be strict, and the reasoning for this is budgetary. To make a city conform to each terrain type would require making at least eight iterations of the same Faction City. If FST is blessed with a big budget, we can examine the possibility of multiple city/terrain iterations, but then we must consider the memory hit, and I want to try and keep the system requirements reasonable.
- Fanstratics Question: How extensive will FST's campaign be, if one is planned? And will it manage to avoid some of the weird balance issues HoMMV had where if you don’t build your hero a very specific way, you may not be able to progress (Looking at you Mission 4.3)?
- Campaigns: At the moment, the plan is to have two campaigns (Good and Evil), each with a story transpiring over 8 maps (16 total). Events of the ‘Resurgence War’, are covered in the Good Campaign. Events preceding the ‘Resurgence War’, are covered in the Evil Campaign (basically a prequel).
- Campaign Hero Carry Over: Hero ‘carry over’ is undecided. If it is implemented, we’ll make sure not to stick the player in a corner.
- HoMM3 Question: It's a widespread idea among fans that the 9 cities of HoMM 3 (counting Conflux) represent 9 alignments of Classical D&D. There's some discussion about which is which, but the general layout looks like...
Lawful Neutral Chaotic Good Castle Tower Rampart Neutral Fortress Conflux Stronghold Evil Necropolis Dungeon Inferno
守序 中立 混乱 善良 城堡 塔楼 壁垒 中立 要塞 元素 据点 邪恶 墓园 地下城 地狱
- Are there any grounds for this structure, in your opinion, or is this pure speculation? If you were asked to define the alignment for each city, would you do it this way or somehow differently?
- I’m well aware of the D&D Alignment system and like it. At its core, it’s a collection of opposites (Good/Evil and Lawful/Chaotic) with a middle ground (Neutral). At its most basic, it’s an expansion of ‘too hot, too cold, and just right’. Did I use the D&D Alignment system as a structure when creating the HoMM3 factions? Not necessarily. Truthfully, I was thinking more about conceptual ‘opposites’. This would be more accurate...
- Castle ←→ Inferno
- Tower ←→ Dungeon
- Rampart ←→ Necropolis
- Fortress ←→ Stronghold
- Can you talk something about the town screen designs in general?
- In FST, ‘Cityscapes’ will be very, very similar to the Town Screens from HoMM3.There will be a build tree, structures will be added to a full screen landscape, clicking on various structures will open various windows, etc.
- Can we see the differences in a town, on the map, when we build something?
- On the Adventure Map, each city type will have three variations: barren, un-walled, and walled.
- Will the town screens will be in 2D?
- Cityscapes will be fully rendered in 3D, but player interaction will be strictly 2D.Previously, for a conceptual example of what we have planned, I have pointed to Ori and the Blind Forest, which is a fully rendered 3D world, with a 3D environment, and 3D characters, but with player interaction strictly 2D.
- Will Paul Romero and Rob King do the music for this game?
- I have been in touch with Rob King about he and Paul Romero handling the music. Provided FST reaches critical mass, I see no reason why they woldn’t contribute.