Let me share a secret now, one additional idea we had (and prototyped, was working great) was that every new area finished by the player was merged with all the previously conquered ones. In theory, then, we had the best of both worlds: barriers that served the rogue-lite gameplay while being kind of invisible. Here is the hero/player deciding between two rewards and thus paths: Hades is a good example of this approach. You enter an area, fight some monsters, and then have a choice: take this reward and go left, or take that reward and go right. Originally, Witchfire offered you these vast regions to play through in a specific, very rogue-lite way. While that is somewhat the case, there’s a pretty big chance we would have released in a month or two if not for the redesign.Īll right, so what that redesign is about? I honestly thought that if we were ever late it would be because we tried to make a game that was too big or too complex for a small team like ours. We’ve upgraded combat and exploration from arena style to semi-open world style, and that took time. But the way the player experiences the world has changed significantly. To be clear, Witchfire is still a rogue-lite dark fantasy first person shooter. But a certain crucial element nonetheless. However, in our case, the reason is different.Īnd that reason is: we have redesigned the core experience of the game. While we have not 100% committed to a day, month or even a year, we can also admit we will release later than anticipated. Usually, games miss their target date simply because developers underestimate the time needed to make a good game. That is three “early words” in one paragraph. It’s only the second week of Q4 2022 but I am here early to tell you: we are not going to launch to Early Access in Q4 2022. You only have one chance to make a first impression and we respect your time and money. But we will not release, not even in Early Access, until we’re happy with what we have. In the blog post with the Summer game Fest trailer, we wrote:
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