The Indie Game Magazine February 2015 | Issue 46 | Page 15

a level-based system which tied combat into J.C. Smith: Many missions offer Skill Checks at points in the mission. You’ll see options the non-combat activities. like (Diplomacy) ___, (Hacking) ___, or Repop is designed as more of a throwback to (Intimidation) in some dialogue or choices. games like Ultima Online and Star Wars GalThose roll against a skill and depending on axies. While most characters will participate the result of that check, the mission can in combat, other systems aren’t directly tied fork into different branches. These types into it. You can simply go out and harvest, of checks often lead to better rewards or stay in town and craft, hang out at a cantina easier completion if successful, but if you and tell stories or dance, attempt to make a fail they can result in worse results. You see living as a thief or smuggler, a tamer, advance these types of options in many missions, not through diplomatic skills, build a home or specifically to a category. city, build custom robots or vehicles, etc. Missions are also available in non-combat Diplomacy missions focus a bit more on them varieties and are tailored to your character. though, and often also shape your personality traits. When you are rude to an NPC, helpThe list of non-combat skills include: Fishing, ful, heroic, etc. these things get filed into a Logging, Mining, Foraging, Firearms Craft- memory that helps establish your playing ing, Robotics, Tailoring, Hacking, Tracking, style. A diplomacy mission will typically Vehicle Engineering, Armor Crafting, First involve no combat, but the branches and Aid, Carpentry, Pharmaceuticals, Artillery dialog options you choose will help shape (construction), Cybernetics, Cosmetic Styling, those flags, which could open up additional Horticulture, Installations, Melee Weapons future opportunities. Crafting, Disguise, Chemistry, Stealth, Thievery, Survival, Trap Knowledge, Veterinary Medicine, IGM: How difficult was it to develop a Diplomacy, Intimidation, Leadership, Vehicle multi-stage mission system that is tailored Control, Acrobatics, Animal Handling, Swim- to individual player characters? What did that process entail? ming, Entertainment, and Metalworking. IGM: Players are not forced into combat J.C. Smith: It was tricky. Traditionally, generroles, but how much variety is there for ated mission systems used mission generator terminals or time changing things, which non-combat mission types? allowed you to interact with one NPC to get J.C. Smith: It really depends on the type of a slightly different result. Custom generating missions you’re looking for. If your idea of fun everything for your character in real-time in missions is simple deliveries, interactions, in that manner eats up CPU power. With or diplomatic-type solutions, there are quite the design that we wanted, we had to think a lot of those. Overall, there are 1,033 differ- outside the box. ent missions in-game, but the bulk of those are generated missions, so there is actually We have separate mission servers which run outside of the normal world. Periodically quite a lot of reusability already. (based on how many missions slots you have If you’re asking about skill-specific things open), it will check to generate new missions like Tamer missions, Medic missions, the for your character. Missions themselves are mileage will vary. For some types, there are designed as templates, just like you would quite a few templates already. For example, with a static quest. The main difference is that there are 38 different Underworld-themed our templates allow them to flag which areas generated mission templates currently, and they are relevant for, which NPC personalities 63 different trade skill-related templates, but are required, etc., and then it generates apin other areas there are far less available. This propriate NPCs, items, and locations based is something we’ll continue to strengthen as on what is available in the area. we build towards launch. Another feature of our mission system is that IGM: More specifically, what do “diplomatic” we wanted players to be able to affect the missions entail? world and influence future missions, Engage- www.indiegamemag.com ments or events. To do this we needed NPCs to have some traits which can change over time. That also has its own separate server process to manage these persistently. The cool thing about this system is that sometimes you’ll hear an NPC talking about something that another player did in a previous mission, and by altering an NPCs mood, dilemma, or the cause of that dilemma, you can make them qualify for involvement in other missions. For example, if you wrong an NPC with a vindictive personality it could set their mood to Vengeful, their Dilemma to Betrayed and their cause to you. This could make them capable of being in missions they weren’t capable of before, and they could start bad mouthing you to others. IGM: Can you talk a little more about Rogue Nations? 15