Customization, Combat, and Cultural Accuracy - Developer Q&A Session Part 3
Author: SwordsOfTheSouth,
published 1 year ago,
[img]https://clan.cloudflare.steamstatic.com/images//41645338/f14e7e0eda25bc291387a0e7aeeee2281f315b79.png[/img]
Youkoso!
Delve deeper into the world of [i]Sengoku Dynasty[/i] with Part 3 of our Developer Q&A series! From exploring the rich customization options to uncovering the inspirations behind the choice of the Sengoku era as the game's setting, we're giving you a closer look at what makes our game stand out. Also, discover our commitment to historical accuracy, the possibility of exciting future additions like dojos, and more. Whether you're a fan of Dynasty games or simply intrigued by our unique take on this historical period, this Q&A has something for everyone. Enjoy this insightful behind-the-scenes journey into the creation of [i]Sengoku Dynasty[/i].
[b]18. Is it possible for us to personalize objects and residential structures? [/b]
Yes, there are plenty of customization options in the game. First of all, you will have a lot of freedom when choosing locations of your villages. Then you can place a lot of buildings and small architecture in any spatial arrangement that can fit the landscape. All buildings can have their exteriors customized almost freely - so you can choose where to place a door, or a window, and change the wood type of the wall. And finally, you have furniture and decorative items like lamps, wall banners, and other elements that you can use to adorn your living and workspaces. There will be a lot of objects available right from the start, and we plan to add more customization options on the roadmap - like different building foundations and walls, more decorative items, and such.
[b]19. What specifically made you choose the Sengoku period as the focus of the game? [/b]
The Sengoku-era, being a time of social upheaval, makes for a great setting for the rags-to-riches premise of a Dynasty game. The later Edo era had much stricter class divides, which would make a rags-to-riches story of a peasant claiming land and rising to legendary status seem rather implausible. However, the Sengoku-era already featured nascent forms of some of the traditions we now associate with Japan, like tea ceremonies or an early form of haiku. It’s a world both familiar and strange – providing a wealth of inspiration for an interesting setting to the game.
[b]20. Can we open a dojo and establish a Ryuha of Samuraidou? [/b]
That will not be possible at the early access launch, but dojos are a possible addition in later stages of development.
[b]21. Will it be possible to select Japanese as the language for the game's audio? [/b]
We're giving serious thought to adding Japanese audio. Please remember that adding voice acting is very costly and time consuming (and requires all quests and dialogues to be finalized) and we most probably won’t be able to add them before leaving the Early Access phase.
[b]22. Can we name our characters? [/b]
Yes, you'll be able to name your characters and villages. We have planned for village naming first, and player character naming later.
[b]23. Will there be a Photomode? [/b]
It’s on our Roadmap.
[b]24. With respect to the user interface and gameplay mechanics, will there be similarities to Medieval Dynasty? Could you detail the parallels or differences, particularly in relation to the game settings, options, and construction mechanics, when compared to Medieval Dynasty? [/b]
Since it is a game from the Dynasty series, there are some obvious similarities between Medieval Dynasty and Sengoku Dynasty in terms of interface and character control for example. We suspect that a lot of Medieval Dynasty fans are going to be interested in our game, so we wanted the basics to feel familiar. There are some important differences though, mostly because of our unique spin on some popular features and some completely new features. Sengoku Dynasty allows for more building customization and handles dynasty production significantly differently – mostly because the production is seasonal. We have also included features and quality of life improvements most requested by fans, like both first-person perspective and third-person perspective camera options right from the start.
[b]25. Will the game feature an option to establish a family, similar to what we see in Medieval Dynasty? If such an option exists, will it also include the possibility of adopting orphaned children? [/b]
Dynasty features, including marriages and having children, are on our development roadmap. We planned them to be integral features of the game, but since they affect almost all other systems, we need more time to test them. For instance, we want to include the aging of all members of the dynasty, including player characters, where each age group will provide you with different challenges. Adoption of children is certainly something to consider, but first, we need to focus on implementing children at all.
[b]26. Could you provide some insights into the combat mechanics of the game? How frequently will players be expected to engage in battle? [/b]
From the beginning, our objective was to craft a gaming experience that allows for the possibility of a pacifist run, where you could feasibly avoid combat and complete the majority, if not all, of the game without resorting to fighting. As such, while there will indeed be opportunities for conflict against both human and animal adversaries, evasion is a viable strategy.
The combat system in our game is designed to incorporate a variety of melee and ranged weapons. Players can choose between swift or powerful attacks, providing a broad range of tactics to consider when engaging with opponents. Initially, even skirmishes with small bands of bandits could be lethal, but through clever utilization of the game's features and mechanics, you'll find ways to tip the scales in your favor.
It's crucial to mention that, at launch, the game is not heavily combat-focused but instead leans more towards building, management, and exploration aspects. There will be some degree of fighting, but a more substantial combat system, encompassing additional enemies, weapons, and systems, is planned for inclusion in our future roadmap.
This structure is intimately tied to the game's narrative progression. Players will enjoy a relatively relaxed early game, with increasing challenges and threats emerging as they progress through the story.