![]() While we have a lot of ideas that we think will work really well, we've done our best not to declare concrete design decisions from a position of ignorance before we can actually playtest them in the engine. Sargon asks "Do you think OG will turn out to be exactly as you planned/imagined/dreamed it will be or does its shape change as you build it?"ĭavid and Aubrey have been thinking about Overgrowth (formerly Lugaru 2) since Lugaru came out. non-lethal takedowns, etc.) Question 4 (12 Likes) The open-ended aspects of Overgrowth will occur during individual levels where the player will be presented with a set of objectives and have a lot of freedom to determine how best to complete those objectives (stealth vs. We don't want the player to end up roaming the countryside without a clear purpose. Overgrowth will be fairly linear like Lugaru. Mickyan asks "Will there be some kind of free-roaming between missions or will it be a linear series of fighting?" We agree that the Overgrowth control scheme would mesh nicely with a gamepad and for this reason we may have to see if consoles are a possibility for Overgrowth later on. The Phoenix Engine used to support game pads, thanks to some code by Henry Kropf (who is working on the netcode) and it will likely be coming back. We are designing Overgrowth using a keyboard and mouse but gamepad support probably won't be too problematic. However, we may be able to implement animated cut scenes as well.Ģ. Looking at the big picture, we will probably focus first on actual gameplay elements like combat before worrying too much about cut scenes. Lugaru technically had cut scenes but it sounds like you are talking about animated cut scenes. ![]() He asks "Do you plan to have cut-scenes in the game or will you go with the dialog system Lugaru had?" and "Are you planing on making it compatible with a gamepad?"ġ.
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