Nostos, Decay of Logos, Windbound, the list goes on and on of unsuccessful or completely abandoned "BoTW Inspired games" however the key difference here is that other than visual style, musical choice, and open-world nature our game is completely different. I'm looking forward to more games taking this merged approach. But Morrowind and those other non-proc gen games are highly details with much more interesting story environs and used mountains and other barriers smartly to make the game feel bigger than it is (Breath of the Wild peels that away a bit by letting you climb anything, but it only starts to feel small once you have enough stamina to actually climb anything without falling (and even then you gotta luck out with weather), or can warp all over to every shrine across the map, or have the master cycle zero to zoom around the map). It's roughly half the size of Skyrim, which is roughly half the size of Breath of the Wild, which is roughly the size of the city of Kyoto (so Morrowind was roughly 1/4 the size of Kyoto). We're a long way from the Arena and Daggerfall days, but this seems like a good compromise between fine-detail open games like Morrowind/Oblivion (which this looks like too)/Skyrim/Breath of the Wild etc and massive proc gen games like Morrowind's predecessors.ĭaggerfall was MASSIVE - the size of the real world UK - but proc gen. I'm all for procedurally generated landscapes if they enhance an otherwise fully-fleshed out world with hours more content. Wed 6th Jan for providing us some clarity.As a development team we have learned from our mistakes, and will NEVER release a product again before it is ready, which is precisely why we have chosen to go down the route of Kickstarter / closed Pre-alpha instead of using Steams Early Access program as a paid tester scam like so many developers and publishers continue to do today.Despite these issues, the original builds still hold up with a 80% positive review rating. The "unfinished buggy mess" was a by product of accommodating multiple VR platforms with a small development team while also pushing the boundaries in terms of player movement, physics, and world scale. Other than visual style, musical choice, and open world traversal "climb anything go anywhere" we have a very different core game that is built around city building and simulation. Only certain game modes will make use of the proc gen engine, other game modes will allow players to experience a linear story with finite world boundaries, hand placed story features, and set characters. However, we decided to instead move forward with third person as it makes the development process much faster. As VR only experiment, we did launch and update an Early access version of the game to positive reviews on Steam consistently for over 3 years. Therefore any claims that we will be using Kickstarter to leverage money towards the Switch are not validated, and in fact Switch isn't even one of our stretch goals.To clear some things up right off the bat: BoTW was not the first game to utilize Gothic cathedrals and large green landscapes The engines entire code base has been pre-screened for android APK and we are targeting Switch / Mobile regardless of crowdfunding. Sorry for all the confusion, we really didn't expect this kind of coverage just yet and our website is currently under construction.
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