4.8 • 743 Ratings
🗓️ 28 December 2013
⏱️ 30 minutes
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| 0:00.0 | I'm pulling on my driveway. We all know what that means. It's time for another drive to work. |
| 0:07.6 | Okay. So the last two podcasts have been about the design of Ferros. But I was not yet done, so I shall continue. |
| 0:16.5 | Okay, when last we left, I had talked about, we were up to talking about the heroic mechanic. |
| 0:22.2 | Okay, so this point, we knew that we had gods, we knew that we had an enchantment theme that represented the touch of the gods. |
| 0:29.6 | We knew that meant we'd have a lot of ores. |
| 0:32.3 | We knew that the gods themselves would be enchantment creatures. |
| 0:35.2 | We knew that we wanted to have devotion, which was going to be a reworked chroma. |
| 0:38.7 | And we knew that we wanted the monsters with a monstrous mechanic. |
| 0:42.8 | That's what we knew. |
| 0:44.0 | So now we were trying to figure out what the heroes would be. |
| 0:47.0 | So the key to understanding the hero mechanic is twofold. |
| 0:49.8 | First off, the parameters. |
| 0:51.5 | What were we looking for? |
| 0:52.7 | Okay. Well, I knew that I wanted to capture the sense of adventure that to me was key of a lot of the Greek mythologies, |
| 1:00.4 | that I love the idea that people would build things, and that there would be this game |
| 1:06.3 | as your hero, you know, leveled up, essentially, that it would get bigger and bigger, |
| 1:11.8 | and eventually it would be able to take on the giant monsters |
| 1:14.5 | that had had to fight, which, by the way, also had their own little level-up track. |
| 1:18.9 | Okay, so that brings the question of mind. |
| 1:21.6 | Why not? |
| 1:22.4 | But level-up mechanic. |
| 1:23.9 | And the reason for that is... |
... |
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