There's plenty more questions answered in the full thread, about development generally, future updates to the game, and specific features. So don’t expect an idea to feel fun right away if it doesn’t have those trappings yet. But the punching is not a good idea, it has no interesting implications or consequences, I just got lucky with the sound effect and some placeholder animation. I found a sound effect of a belt being whipped, and drew an incredibly crude 2 frame animation, and something about the suddenness of that with the weirdly slap-like noise was funny, and being able to do it as rapidly as you could click was satisfying, and it worked. There was no advantage to doing it, I just didn’t see a reason to prevent you. The first thing that really felt ‘fun’ about Gunpoint was that endlessly punching guards thing, which isn’t mechanically interesting at all. Which relates to a thing that Gunpoint developer (and friend) Tom Francis wrote about recently, on what to do if your prototype isn't fun: It's hard to look at something like that and know if it's fundamentally awesome or not - whether, if it were polished, it would be really fun." All the art was just gray boxes and shapes. Sylvester touched on the same topic again in a later question from davetheallthing, who asked about how he evaluated those prototypes:īecause the games were really junky. I made a Smash TV-with-warlocks game, a zombie RPG roguelike, a mercenary management game, a mercenary tactics game, a starship building and management game, and then finally put the starship on the ground and that become RimWorld." In the mission I described above, it utterly nailed the premise, with. RimWorld is a story generator, through and through. The excellent sci-fi colony-building sandbox is the sort of game I would most like to potter around the house with, maybe play a few minutes on the pot, so thats nice. It just means that which basic notion of what game you make is incredibly important in its success - all the polish and marketing and art and design tuning can be wasted if it's done on a core concept that's over-used or just doesn't work that well.īefore RimWorld was RimWorld, just after I left Irrational and started Ludeon, I knew I had to prototype some games to figure out what my game was going to be. Double Eleven and Ludeon have made RimWorld one of the best games on Xbox. Published on ApFollow RimWorld 6 comments A new RimWorld patch has brought 'full support' for Steam Deck, updating the interface for Valves handheld gaming PC. I really think that the fate of games is heavily multiplied by just how effective and how much people want their core mechanic. "Figuring out that I should be making a sci-fi colony sim. I was particularly interested to read about the decision-making process that happened before work on RimWorld began, in response to a question from user hallajs about the "biggest challenge on the development of Rimworld." Its creator Tynan Sylvester popped up on Reddit yesterday for an Ask Me Anything post and I've been enjoying browsing the answers this morning. And not without cause either, as Brendan's recent look at the game suggests its producing Dwarf Fortress-style anecdotes. Scifi colony sim RimWorld arrived on Steam last week and has done quite well for itself, if the Steam Charts are to be believed.
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