“But what you don't need to do is learn every move and you don't need to learn how to chain them all together. It's familiar and welcoming when you start out, the challenge increases as you become more accustomed to the character and the world. That doesn't mean the main adventure doesn't have challenge. But we said, we will only use a subset of those moves to complete the main adventure. We're going to introduce loads of new moves. “So the way that we approached this was, we said we're going to broaden Sackboy's moveset. But, of course, platforming fans crave a good challenge, and the Sumo Digital team took an interesting approach - namely, the difference in mastering the campaign and mastering all of Sackboy’s content comes in his moveset. “We wanted to create an experience with broad appeal that everyone can enjoy, he's a wonderfully endearing character, the world is rich and it's inviting, and we just wanted lots and lots of people to get the chance to experience that and to enjoy that,” Waterhouse explained. And I hope that players feel the benefits of that when they play the game." Approachable, But With Some True ChallengesPlatformers often have to thread a difficult needle of, well, difficulty, ensuring that they can be approachable from the start for players to learn the ropes, while also letting those who crave a challenge really test their skills. We use dynamic resolution scaling to ensure that we can keep it at a smooth 60, but that was our priority throughout development. Play He continued, “So we said from the get-go, it has to be a solid 60 across all platforms.
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