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Praey for the gods update
Praey for the gods update









praey for the gods update

I was looking to do a Journey-esque way to tell a story as I like to keep it cryptic and mysterious versus a heavy handed way of telling a story. I'm pretty sure we'll keep it narrator-free. Part of that reason was to avoid lengthy translation times as we wanted anyone from around the world to be able to play the game. There is currently no dialogue in the game. However, we are still looking to improve and adjust our systems while in early access.ĭoes the game have any dialogue? Or on-screen narrative text? We saw Breath of the Wild come out after we announced and saw how similar these designs were. hitting their toes) and by having them be limited it would allow the player to try new approaches. I figured most melee weapons would be kind of tricky or at least silly to use on a boss (i.e. Inspirations also came from Deus Ex (my favorite game) with multiple paths to getting on a boss and some other games we were found of.Ĭonsumable/durability items actually came from old games like Capcom's Final Fight where you'd get a pipe, use it for a while, and then move on. There was a lot of design overlap with Shadow of the Colossus/Skyward Sword/Breath of the Wild (i.e. So that was seeping into our early design decisions without me really realizing it. Of course, there aren't many games with climbing in them, let alone climbing giant enemies, so we did our best to track down ones that we feel did it well, Breath of the Wild being one of them as I'm a huge Zelda fan and had been playing Skyward Sword with my son for about three years (we played once a week together). Do you consider Breath of the Wild an inspiration, as well? Shadow of the Colossus is an obvious inspiration.











Praey for the gods update