GLHF: The original Let It Die had rifles and ranged weaponry, Was there a specific reason you chose to avoid bringing those over and making a “Fortnite” style game? We are planning to add more unique weapons in the future on a regular basis - we really want to incorporate as much wackiness from Let It Die as we can, so we’ve got some surprises that may even catch die-hard Let It Die fans off-guard - please, look forward to it!. For the two odd weapons, specifically Arms and Buzzsaws, we wanted to incorporate some of the unique feel that the Let It Die universe has, so we gave them quirky toolkits. Most action game players are familiar with hammers, katanas, and the like, so we think it’d be easy for everyone to pick up. The main roster of weapons we decided on was because we wanted to use weapons that were easy for action gamers to recognize at a glance. Shin: We actually have six, but five will be available at launch while the sixth, dual knives, launches a little later on. How did you settle on the current roster of weapons? GLHF: There are five weapons in the game - machetes, katanas, arms, buzzsaws, and hammers. It caused the skin of the characters to appear super shiny for some reason, and it looked pretty cool, so we thought it would look great as a custom skin option for the players. One bug we did find funny though was with one of our shaders. Shin: When we discover bugs or glitches we really can’t laugh it off - we get really nervous about that kind of stuff. GLHF: Any memorable or funny bugs or glitches that occured during development? Distance is definitely an issue, so we wanted to make sure we got what we could to help players find the best online battle experience possible. For matchmaking servers specifically, we have servers worldwide, so players will be able to find a good connection regardless of where they play. Shin: We have separate servers for the database and matchmaking. GLHF: Does Deathverse use dedicated servers? How will players worldwide experience connecting to the game? It was difficult to keep things balanced, so that took up most of the time during the development process. In Let It Die, even when you die you can kind of just keep playing, but in Deathverse we had to add a bit of a buffer. Shin: The online real-time action aspect was very difficult. GLHF: What were some challenges you and the dev team faced when deciding to go down the battle royale route? We wanted to use the world of Let It Die to offer the type of real-time combat players were asking for. Shin: We received a lot of feedback about Let It Die’s combat, and how fun it was, but a common request was for the ability to play against real people. GLHF: What were the determining factors for having Deathverse play more like a battle royale and less like a game with Dark Souls-style progression?
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