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Depths Of Peril (PC)

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Depths Of Peril

Depths Of Peril

 
 

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Depths of Peril Interview with Steven Peeler, Lead Designer and Programmer - News


By Emanuel Avram
Published: December 24, 2007
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6. Each covenant (faction) has two unique special feats. Are these the only differences between them? How does this impact the game?

Oh, there’s a good bit more differences than that. The two traits are just a good indicator of how that particular covenant is likely to act. Each covenant has a different level of aggressiveness, how much they like to trade, how much they focus on adventuring, how likely they are to betray a friend, what kind of classes they like to recruit and many other things. All of these impact the game in a lot of ways. The trading covenants tend to be friendly with a lot of the covenants. The aggressive covenants get into lots of wars and like many strategy games drags many other covenants into war with them. I’ll give you a couple examples.

The Sisterhood of Fate is a covenant that starts with fairly good relations with many other covenants. They are spiritual (stronger lifestone) and lucky (better items). They also only recruit females (rogues and priests), so they are an all women covenant. In general, they are likely to have a number of friends and lots of money and items.

Where as the Legion of Fear starts with fairly bad relations with other covenants. They are aggressive (go to war quicker) and demanding (more like to demand tributes). They also are much more difficult to keep happy. In general, they are likely to go the pure war route and destroy anyone they can, especially any covenant that is vulnerable. 

 

7. It’s clear that the game was created as a multiplayer experience, yet there is no multiplayer? Why? Should we expect any modifications or addons that enable multiplayer in the future?

I’ve actually heard this many times, yet I didn’t design Depths of Peril to be multiplayer. It just happens that the game that I designed seems to be a really cool multiplayer idea.

I would really like to implement some kind of multiplayer for Depths of Peril, but I can’t promise anything at this time. It would be really cool though.

8. Who is Soldak? Who are the people behind Depths of Peril?

Soldak Entertainment is a small company with a really small team. I’m the only full time person currently, but we have various contractors for writing, art, and sound. You can see the full list of people that developed the game in the game credits or in the manual (which is also on our website). The team is also spread around over various countries. We are very different than the typical developer.

9. What is your team currently working on? Any new project(s) in sight?

We are still updating and supporting Depths of Peril a lot. Other than that, everyone will have to wait and see. There are a lot of different games I would like to create and I still have a lot of ideas for the Depths of Peril series. So who knows what we will come up with.

10. Did we left something out? Anything else you would like to add for our readers?

We really do think we have made a cool, unique game. As far as I know there is nothing else really like it. Don’t take my word for it though; go to http://www.soldak.com/Depths-of-Peril/Press.html to see all of the good reviews Depths of Peril has gotten. Try the demo at http://www.soldak.com/ Just make sure to play long enough to see how the covenant gameplay and dynamic world works. If you don’t get to raid another covenant, fend off a raid, have the town attacked by monsters, or see many of the other random events you haven’t seen what Depths of Peril really has to offer. 



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Depths of Peril
November 7, 2007
Depths of Peril introduces elements of strategy into a yet challenging RPG. But the minus comes when talking about graphics which are a bit outdated. Besides that, the game has a lot of potential and could be so much more.  [...]
 

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