Chris Norden - Lead Programmer
I've been working on getting the remainder of the game's systems completed. There's very little new code to writealmost everything is finished. Then, we'll be spending lots of time polishing and scripting. Very, very busy lately.
We don't have stats, in the traditional paper RPG sense -- no strength, dexterity, wisdom, etc. We do have skills you can upgrade, augmentations you can select and upgrade during play, a limited amount of inventory space you can fill up with items of your choosing, and so on. In a game like DX, which we hope will immerse you in an alternate world, stats used to differentiate characters and in action resolution just don't make sense. For us, action resolution comes in direct interaction with the varied elements of our gameworld. And we can differentiate characters from one another more effectively by sticking with skills, augmentations and so on, as described above.
on the non-fantasy setting: A large part of the impetus behind Deus Ex was the fact that I and several other people just got so damn sick and tired of fantasy games and far future SF. We wanted to do something a little more down to earth.
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