Hello Wynams, thanks for your post,
wynams wrote:1) Did you hire a lawyer to help you decipher WOTC's license to avoid future troubles?
No. I'm convinced I won't have any trouble since I'm following the rules to the letter. Also I think Wizards of the Coast are people that can be talked to, as far as I know they haven't sued anyone for using their open content.
wynams wrote:can you reflect upon the most difficult thing Knights of the Chalice tackled?
I think the most difficult thing wasn't so much the application of the rules but rather the sheer amount of work that is needed when making a cRPG, any cRPG. Inventory screens, items, dialogue scripts, lots of maps, creating encounters is a lot of work, as well as typing the engine of course, since a computer doesn't know anything and needs to be told everything and every detail. Even now I have a lot to do just to correct the problems that were detected in playtest.
wynams wrote:3) Did you ever toy with the idea of hexagonal tiles? If so what ended up being the decisive factor in ruling them out? I realize straight surfaces present a challenge, but calculating radii, etc. such benefits seem to far outweigh the cons.
Yes, I sometimes dream about making a game like Civilization with hex tiles, but that would be pointless as there already are very good games like that out there. However there are two considerations that for Knights of the Chalice make straight squares superior:
- the OGL rules use squares when talking about area-of-effect spells
- square grids can easily be represented using arrays in C++, unlike hexagonal tiles.
wynams wrote:4) Any plans to make any subset of your work open source?
Not really. Much later, there could be a module editor like in Neverwinter, depending on success.
wynams wrote:5) Do you make use of XML? I would think for things such as exporting your characters to "show off" your party on your forums would be not difficult to add? Also if combat could be exported via XML it would have probably helped via debugging.
No, I'm not familiar with XML.
wynams wrote:6) Is there an option to use the point-buy system for ability scores? If not, why (seems trivial to implement)?
Not at the moment. Point-buy removes all randomness and thus has a tendency to produce standardised characters, as if coming out of a factory. For example you will want your fighter to have heroic strength and minimal wisdom. With the current system you can still have the heroic strength but the rest will be random, wisdom (and thus willpower saving throws) can be high or low regardless of strength.
7) What is your biggest regret now that the game is almost done?
Not to have gone for a higher resolution, but then again that would bring its own problems.