Final Equinox is a turn based space combat sci-fi role playing game set in a unique and interesting Universe. The player is a newly appointed star ship admiral whose fleet encounters a new enemy in deep space. The game takes place in a complex world filled with multiple different races, in the midst of political upheaval. Rules and feel of the game hark back to the days of old school role-playing games,where combat is difficult and the game forces players into morally compromising situations.

Post news Report RSS Dev Blog #2: Crew Morale and Choices

In this update we talk about the importance of choice and morale in the game. How we are going to implement it, and what it means overall.

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Kevin here. I just want to start by thanking everyone for the support and outpouring of excitement we received in the early days of our development. We peaked on IndieDB in the #5 slot and have stayed in the top 40 for about 24 hours now. We have spent a lot of tireless days and nights working on this project and it was great to see the excitement that other people had for the project as well. That being said, we would love to keep increasing our web presence for the game, and would like to encourage you to also follow us on our social media platforms.

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Well, that isn’t all I wanted to talk about. I also wanted to talk a bit about the crew morale system in Final Equinox: The Arrival. Choice and consequences play a key part throughout the player's journey. The choices the player encounters won’t simply be black or white. Our choices will focus more on survival and challenging the morality of the player’s character. Throughout the game, larger more obvious choices play as important of a role as smaller dialogue choices. The choices you make will affect the way the player’s character is perceived throughout the game by members of his crew.

Thats a great idea, but what will the lasting consequences be, and how are you planning on implementing this?

In our game we have a unique crew morale system that not only affects your individual crew members based on your interactions with them, but the opinion of your crew as a whole. If the player makes a decision that the majority of the crew disagrees with that could have devastating results; decreasing the efficiency of your crew, and lowering their effectiveness in combat. Be careful who you upset because if certain crew members become too upset not only will their efficiency and usefulness decrease, but they may also cause dissent throughout the fleet.

Thanks,

Kevin Sawall

Project Director

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