![]() ![]() Preston adds that you won’t need to have played Drifter to know what’s going on. And certainly, there's an aesthetic and vibe, and the lore of the world that we're continuing to build off of.” “There will be threads and things for people that have played Drifter, that they will get some value out of for sure. ![]() Drifter’s story was told without a single word of dialogue, instead opting for environmental cues, alien text that players needed to translate outside of the game, and occasional cutscenes that blurred the line between things that actually happened to the player character, and their own illness-induced hallucinations.ĭespite this - or, more likely, because of it - players really bought into Drifter’s narrative and, six years on, are still keen to learn more about its world. While Solar Ash was a departure from the Hyper Light universe, Breaker is very much a part of it. Because I think on Drifter, after the Kickstarter, we ended up doing something similar on a smaller scale, where we can engage on a regular basis with that particular community.” "We're looking at a group of players that can go out and kill some monsters together." We want to start talking openly about development, about the process, doing live streams and all sorts of fun stuff like that. ![]() The plan to announce Breaker roughly a year before its intended launch on Steam Early Access is a big part of this desire for transparency, and marks a natural progression from Drifter’s early success on Kickstarter. It's important for us to make sure that we're releasing content on a more regular basis, and we aren't locked into a very focused mentality without being super public about it for multiple years on end.” I mean, that is definitely part of it, now that we've made that transition into Unreal and built up the technology. We asked Preston if having already made this transition might result in a smoother development cycle for its new 3D game. The online aspect represents a second major technological leap for Heart Machine since its debut Solar Ash saw it make the transition from 2D to 3D, resulting in a game that was well-received, but took nearly twice as long to make as Drifter. “And when we say online cooperative play, we mean multiple players, not just you and another person we're looking at a group of players that can go out and kill some monsters together.” Speaking to IGN, creative director Alx Preston also noted that it will be “a little more systems-heavy, with more RPG mechanics” compared to Drifter, complete with a range of distinct playable classes. online coop wouldn't even change any direction (Coop feature is already in the game).The announcement trailer (above) seems to indicate that Breaker will combine Drifter’s exacting combat with the elegant traversal mechanics seen in Heart Machine’s second game, Solar Ash. "always suffers when it's direction is changed" You can change its direction how often you want, every feature should just fit into each other. No matter how the coop feature is designed, there is in fact a coop feature incuded and thats what really matters. They are just there whilst the first player really plays the game.Ĭan we just let single player games be single player and coop games be coop? A game is always best being what it was conceived to be in the first place and always suffers when it's direction is changed mid-development or post launch. The current coop works very much how Sonic 2 with Tails worked back in the day in that the player controlling tails is "fluff" and can hardly bre called player 2. Originally posted by QuinnMeisterGeneral:The game has not been designed for 2 main players and as such "crowbarring" a fully fledged coop wouldnt work from a game and level deisgn perspective either. ![]()
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