Jonathan: To disclose- I can't speak to the intentions behind the processing, as thus far in the process Terri Brosius has provided her VO with her own processing. Q: Why does Shodan sound that way? (girly, smurf, distorted) Let's see how this game goes and then board that ship when we get to it -) It depends on what kind of demand there is for it. Q: Do you plan on porting to Nintendo Switch? When we say "PC", we mean Windows, OSX, and Linux. Q: Will you still be launching on Linux? Mac? We probably won't have a finalized HUD until the end of v slice or early in the production phase. Jason: Definitely! Not sure what the HUD will look like currently, and we're chewing on a few options. I'll be sure to share more about the gameplay systems as things get further solidified. Without getting into too much detail, the station is essentially a living character, and the player can learn how to use aspects of the station to their advantage. We know some players will walk to just run and smash a lot of faces, and they'll be able to do that, but for the thinking player, they'll have a diverse set of gameplay tools to tackle situations in hackery or stealthy ways. Combat is a thing you'll do, but there will be LOTS of other options to take as you play. Jason: Keep in mind, this video doesn't really show off the gameplay we're going for. Q: Things now look like a generic scifi shooter We'll post more updates on art once things are further along. There's still a lot more work that will be going into art, as well as bringing in the more iconic nuances of Shock 1. Jason: This was a VERY rapid pass on art stuff and is not final.
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