Michał Kuk: Yes, we are working on having, let's say many different end games. We have the hub area where up to 32 players can be together, but that's separate from the actual four-player co-op missions.ĭo you have some specific systems that you are preparing for the endgame? Usually, these games have something for players to do when their characters reach the max level. Basically, our missions are balanced and designed around four-player co-op, also our skills are balanced around that. Is four the maximum number of players that can play Space Punks during missions?ĭawid Romanowski: Currently, our missions are set up in a way that supports four players. So you will never get the same mission twice when we're playing the game. I would just like to add to that the some of the cool features that we have, for example, are procedural level generation, where all of our missions basically are randomized each and every time but in a way that still maintains the necessary flow and pacing of the mission. What we wanted to do is to combine those two, add awesome progression, awesome movement, and create something which will be unique for the whole genre.ĭawid Romanowski: From my perspective, I agree completely with everything Michał said. At the same time, at the market, there's really a lack of games that combine melee and shooting combat at the same time, because most of the games are split into slashers like Diablo or Path of Exile and shooters or twin-stick shooters like Helldivers or Ruiner, for example. The missions, the characters, hero skills - before we created everything we had in mind that it all needed to support cooperation. The game was built having in mind that we're creating something for many players. Michał Kuk: Space Punks is a game that focuses around you and your friends. What would you say makes Space Punks special, if you had to choose a couple of features that are outstanding in your opinion? But when it comes to living games, these are some points of reference that we tried to maybe emulate in some aspects, but we were doing our own thing all the way. Things like Warframe and Destiny, of course we looked at them, right? These are huge games. Our references kind of shifted to other live games on the market. And as we kept developing the game, we knew where we were headed, we wanted to make this a living game where lots of players have fun together. We really wanted to make something that's way more dynamic, explosive, something that you can play with friends, but also have explosions going on everywhere. So basically, there is no single specific game.ĭawid Romanowski: I mean, like going back a bit in the history of the game, I think our initial point of reference was Helldivers, we really loved the game as a high-paced action title. There are a lot of references to our own games (Hard Reset and Shadow Warrior) when it comes to the second to second melee combat and ranged combat. We talked about the games we play daily, we took the best things we noticed from all over the games, not just from top-down games. Michał Kuk: Actually, we didn't have a specific one. What was your main inspiration or reference, then? I mean, Diablo is not our direct reference or inspiration, but for sure, lots of Diablo players will want to check out Space Punks and we have some similarities in some aspects. Is that how you would characterize the game? We were able to speak once again with two key members of the development team at Flying Wild Hog Kraków, Michał Kuk (Head of Studio/Game Director) and Dawid Romanowski (Lead Programmer), who helped us discover what Space Punks is right now and what it aims to be eventually.įrom what I've seen, Space Punks seems to be like a Sci-Fi version of Diablo.
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