:/ you took 1.5 years to make the DLC which was a kickstarter goal, which was the only kickstarter that i ever backed, but nope, "we're working on it for 1.5 years" don't really appreciate being called lazy or liars while we're working hard to deliver it. You can look forward to this 100% free content in future updates. Spade's story is vastly different from the other characters and thus developing his Adventure Mode is a much bigger progress than the others. You need to consider what you know about the game. Milla's Adventure Mode has been added to the game but Torque has proven to add new bugs and issues into the game we're ironing out before handing over to the customers.ģ. Where did you hear we finished the DLC? We've certainly never said so. This sort of stuff actually takes time and we're still working on it. If you've presumed a certain length of time I'm afraid your disappointment is entirely self inflicted. I thought they finally finished the DLC, what the ♥♥♥♥ happened? they said after Wii U release but it's just another lazy lieġ. “So from the first game, you guys made the transition from Multimedia Fusion to Unity.Originally posted by Magical Purple Man:Firstly Spade isn't playable right now at all.įor Torque you have to opt into the beta, and he's only available in time attack mode. Did you run into any difficulties with that? Has it been easier that MF or a bit of an adjustment? What exactly do you feel makes Unity better than Multimedia Fusion?” Strife : There was definitely some heavy adjustments on my end. I’ve been working with Clickteam tools for over 17 years (I started when I was 11) and I’ve completely gotten used to its quirks and the way it does things under the hood. I felt pretty lost when I started working with the new engine in Unity. Fortunately my experience with general code syntax from college, as well as some guidance from Christian (he even rearranged the default Unity to layout to better resemble Multimedia Fusion), I was surprised how quickly I got used to it, and I really appreciate the edge it has over MMF2 in almost every way but especially with performance and object handling, two of the biggest issues I struggled with in FP1. While there are some things in Unity that required painful workarounds when they were a snap in MMF2 (like pixel perfect rendering), I don’t regret making the switch at all. “It’s been revealed that Freedom Planet 2 is going to feature hubworlds! What can fans expect those to be like?” Strife: Hub areas are something I actually wanted to do in the first game, but I quickly realized it would be too ambitious and that there wasn’t enough side content in the game to justify their existence. With the introduction of collectible items and powerups in FP2 and the increased focus on world building, I feel that hubs are now something we can work with in a meaningful way. Our current plan is to include four major hub areas in each of the four main cities. They’ll contain a lot of the optional story stuff that players are free to access or skip depending on their preference, and they also present opportunities to collect and buy new items. I would expect something like Shovel Knight or Shantae in terms of complexity. One of the things I’m most excited about is the fact that our character designer Tyson Tan has created over 100 unique NPCs for the hubs. He wanted to avoid the use of clones to expand the NPC population, and while it’s definitely going to take a while to animate every NPC, I think the results will be worth it. The few NPCs that we’ve publicly revealed have gained a surprising fan following (especially Maria Notte, a bat news reporter with realistic arm wings). Strife : The story elements of the first game were the most polarizing part. Those who criticized the cutscenes felt that they were too long and dragged the game down. I understand the sentiment, especially since RPG styled cutscenes aren’t something that is expected in a 2D platformer, but rather than get rid of them entirely, I would like to think that there’s a right way to handle it and we just haven’t found the sweet spot yet.
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