“Because the camera hangs around 20 meters above the playable character, we couldn't use small details to tweak the weapon, like recoil, or small art changes in the weapon. “When you’re creating a game from a first-person perspective you’re focused on different aspects of things like the weapon, the sound, the feel, but in top-down it’s totally different,” he said. #SPACE PUNKS EPIC HOW TO#Kuk said that the team had to completely rethink how to design the game because of that shift from first or third-person to top-down. The first big challenge the team ran into in creating Space Punks was adjusting to the literal shift in perspective and all the design issues that brought with that. “We decided to create something that was stylish, with a bit of a comic book style, but that wasn’t too cartoonish. “We had to come up with an art style that would not require us to tweak it every year or two because it’s hyperrealistic,” he said. That’s also what drove the decision to create the game with its particular colorful aesthetic. With the team locked into a specific sort of top-down adventure game, they decided to focus on a science-fiction title with a space setting to give the title and its creators the flexibility they were sure they were going to need to publish and then continue to run a fun game for years to come. We're trying to figure out some awesome ways to create fun for players, it doesn't matter if it's top-down, if it's FTP, it's like, which will be the best for the players.” “One of the things that is really important for us is having a gaming laboratory. “The idea for Hogs was to diversify our titles,” Kuk said. Previous Flying Wild Hog games included third and first-person action titles and shooters like Evil West, and the run of Shadow Warrior titles. This growing desire to fill that void dovetailed nicely with the studio’s decision to try to diversify its library of games. The team at Flying Wild Hogs had been playing a lot of top-down games at the time–titles like HELLDIVERS–and they noticed that the genre didn’t seem to have many games that also included role-playing game elements and fast-paced action. That desire to create a living, evolving online co-op action role-playing game helped to drive many of the design choices made in Space Punks’ early inception. “It’s not going to be a game for five hours, let’s create a game that will sustain for years,” said Michal Kuk, developer Flying Wild Hogs creative director on the upcoming game Space Punks. By Brian Crecente It started as a desire to create not just a video game, but a digital hobby.
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