![]() ![]() Being able to have variety there that’s driven through player choice has been super tricky to do with a small team. Being able to do that anywhere and everywhere, and have it be persistent, and make sure that everyone’s version of this game really does look different, and then how that affects the AI of these creatures, these genies that you make as well. I think the craziest things have been the living paint, the paint mechanics. I’m trying to think what’s the biggest thing I look back on, and I can’t believe we managed to do it. GamesBeat: What would have been the hardest part about getting this done? It’s much easier to look at the scale as a way to manifest that in the correct way. Robillard: We always wanted to make sure that this idea of a hometown - that you believed his affection for it, the warmth he has for this place and wanting to return it to its former self. It overpowers the story of a group of kids that lives in a neighborhood. It looks like a 14-year-old wouldn’t be allowed to be out at night in that area. Sangalli: When you make the city - we did some tests with a very big city, but the city becomes a daunting character. Getting and tuning that just right took a lot of iterations on the world. Building a space above the ground level, in the rooftops, that felt like a safe space for Ash, a fun place for him to explore. It wasn’t matching the kind of lens of nostalgia that we have on this game, looking back to when you were a kid and how the size of these spaces felt. There were times when we had a much bigger version of the city, and it just felt out of scale. It was more from what was right for the game and the story of these kids, presenting a world that felt right for that. We had various moments where we did discuss the scope, but it wasn’t in terms of a resource footprint. Robillard: We pretty much did exactly what you just described. The $30 price suggests to me that it’s not going to be a 50-hour game. Did you ever have big discussions about what the scope of this should be, how big it should be, how big the town should be? I didn’t feel like it was a huge experience. GamesBeat: You had a small team working for four and a half years. ![]()
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