![]() I'll use the concrete example of the backstab ability. If they put in that much attention to ensuring that everyone has the same cool experiences, surely I (and you) should be doing the same. Valve, who are arguably have designed some of the best games ever, will put a huge amount of developer time to script in cool events that have happened accidentally during a playtest run through. Its an important point, particularly for developers who don't have large development budgets, which is what I presume the majority of people reading these articles represent. I think the discussion around skills vs classes has been missing one very important point: if you implement a cool special ability, why should you be cutting out even 1 person in your player base from using it. So I'm not alien to skills, in fact, I suspect I may be implementing skills in a later version of my game. The last official version is that I can find hosted is here, however a more recent 'unofficial' version is available if you wish to track it down. Leon has stopped developing Sangband approximately a year ago. #SKILLS ANGBAND DOWNLOAD#However, I've learnt a lot from fellow Angband variant developers, and particularly feel in debt to the excellent coding and game-balancing of Leon Merrick who developed a skills-based Angband variant called Sangband, which I recommend you download and start playing immediately. My game falls firmly on the side of classes at the moment. Its playable feel free to download it from the links on or direct from the development website. For the record, I have been developing a variant of Angband called Unangband since 1992. I also feel qualified to comment on them. They're an interesting read, and as a game developer myself, I've got a whole lot of sites to bookmark and go through. I've been reading the debate on skills vs classes being revived again. ![]()
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