several hundreds of you already joined DieselStörmers and pushed it successfully. More than 25 % reached within less than two days!
BFGs creative director answered some questions regarding DieselStörmers game-design and we've been asked to share this via update to all backers, so here you go:
Jean-Marc, BFG Creative Director here. David is busy up to his ears in design work and cannot possibly answer you right now. I know I can't replace him, but I will do my best to cover for him (-; So, here is a quick update from the depth of Black Forest with answers to the most notable game-related questions raised so far:
Weapons won’t be picked up like in the prototype, but you will be able to craft them from parts that are randomly obtained as loot drops, mission rewards, maybe a slot machine ( : Each part has its own properties that can be combined with other parts in many creative ways.
For those who desire some custom crazy weapons we’ll have legendary weapon parts that do weird and unusual stuff, breaking the “rules” to some extent (e.g. cannons shooting ragdolling goblins as projectiles like there’s no tomorrow!)
We will have 3 fundamental weapon parts:
- Frames that essentially define the weapon projectiles (speed, size, type and pattern) - Engines that impact damage per second, rate of fire and recoil - Barrels that affect range and precision
There will also be consumable weapon boosters to pick up during missions for ultra-carnage moments ( :
Regarding the diesel-armors, you’ll be able to equip your character with different armor parts (Helmet, gauntlets, greaves, cuirass, shoulder plates), each of them having passive attributes to combine, e.g. a helmet that slows down enemy projectiles in proximity combined with gauntlets that absorb grazing and hitting projectiles for extra overdrive, cuirass with extra durability and enemy taunt associated with greaves that increase hover time, etc. Note: Durability is the amount of damage an armor part can take before getting blown off. All armor parts have this stat.
@CHARACTER PROGRESSION / TIERS
The game will offer a sheer amount of upgrades, unique properties and abilities for your equipment and unlockable features for the Arc Connector, our ultimate team upgrade. But as everything is separated in tiers, your character will have to unlock perks in order to use them.
Equipment will grow in power and special properties. Furthermore, legendary parts will provide more unique properties with stronger impact on your playstyle while generic parts will still help to boost stats, offering new synergies. We really want experimenting with weapon parts being something fun and deep.
Unlockable Arc Connector features will include an overdrive mode with a huge death beam firing from the Arc Connector and custom upgrades like Arc Lightning, Arc Flame, Arc Goop, Arc Blast, Arc Vortex, etc. The Arc Pull as seen in the prototype will also grow to obstacles phase-through, bullets deflection, slam pulls, zappers, burners, goopers or enemy levitation…
That sounds sexy, we will keep it in mind ( :
The story will be transported through main missions and their briefings. Some of those main missions will work like gates where you will have to fulfill certain conditions in order to move on. Side missions will offer the opportunities to match those requirements.
PvP isn’t in our direct focus for now, but maybe in the future we will add some separate modes. That may require different weapon behavior, so it’s definitely something we wouldn’t be able to drop into the game as recklessly as we drop enemies into the levels ( ;
Finally, we're less than two days into the campaign, and already you guys helped us with more than 25% of our goal. That is amazing, well done and kudos to everyone who helps make DieselStormers happen!