![]() ![]() If this gets one of your heavy hitters, try to get rid of the status quickly. Andoras has a powerful, unique Finishing Move that may inflict the Weaken status.“Obviously, we tried to keep the most iconic elements of Dungeons of the Endless,” Prudent said, “with the crystal defence and the squad-based elements…We knew it would be a challenge to keep this squad-based approach to a more action-oriented game, but we really liked how that creates story between characters, and it’s a really good feeling to have a group of people trying to achieve something together.9x Templar, 2x Baldur Golem, 2x Thunder DragonĪndoras is a very tough opponent, though you already know that. While this may sound somewhat technical, Prudent and Spock said they worked hard to learn from the development of Dungeon of the Endless to make something that’s both tactical and fun. “It’s true at the beginning, each of these characters are polyvalent, they’re not as clearly demarcated as a more strongly typed character set would be,” said Spock, adding, “but to an extent that was intentional and I think, again like Arthur said…Arthur’s always right, in the future maybe we can go a little crazier on some of the extreme characters, like “in this situation, you take this guy, and it’s going to be a crazy run, and maybe a bit more difficult here, but a bit easier there.” This sense of fun and freedom was at the core of character design, as Spock added, “The big concern was, we didn’t want to have a character that was like, ‘if you’re going on a run you HAVE to take this tank, otherwise everyone dies,’” He went on to say, “ We really wanted to avoid that, we want it to be: you can pick the three characters that are the most fun, the three characters your friends like to play with, we didn’t want like Arthur said, to be limited by these roles.” Where characters will begin to differentiate, they said, was in both the meta-progression-as players find different weapons and abilities-but also in the levelling up, with each character’s stat evolution being totally different. “During the development, we faced a challenge with the fact that we wanted to have all the combination of heroes in the dungeon to be interesting,” Prudent said, adding, “it forced us a little bit to be sure that everybody can do all the basics of the game and you’re not always forced to have a healer or a tank, etc.” This means figuring out the best way to create choke points, where best to place turrets, and how to escape becomes a delicate balancing act, in case you want to chance opening a door in the hopes the room might contain a medkit machine, only to stumble upon an enemy spawn point.īut this isn’t a dig at Endless Dungeon, as Prudent as Spock explained, this was very much by design. While players can find and build resource extractors to increase the amount that opening each new door gives you, they’ll need to explore in order to prepare. It’s an interesting mixture of exploration and preparation, but there’s a bit of a catch-what lies behind each door is a mystery, but opening doors is the primary way to gather resources. Players must search every room to gather resources to build turrets, gain abilities and defend themselves from waves of enemies. In order for players to succeed, they’ll need to escort their Crystal Bot to the end of each floor. “ Endless Dungeon puts players right in the action, giving them a plethora of characters to choose from to try and complete each run through the dungeon.” ![]() ![]() It was a simple implementation but one that fundamentally changed everything, as Spock explained, “once we went to the twin-stick, it changed so much in the art, and the camera, and the movement, the interactions, the gameplay it touched everything, including creating the characters.” But it’s a decision that may have paid off-there really isn’t anything like Endless Dungeon that merges resource management with intense tower defence twin-stick shooting. While this meant a switch to a simpler, more intuitive control scheme, as the two explained, it presented the team with new game design challenges, as Prudent says, “ the pacing of the game was something that really was difficult to achieve because at first, we had something that was really turn-based like Dungeon of the Endless, so with this one, we started with in the prototype and…” Spock interjected to say, “It didn’t work.” But the biggest change that needed to be made was the gameplay itself, which, as Prudent explains, started with the change to a twin-stick shooter style of game.
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