![]() ![]() However, we hope that all those spare content ideas can be leveraged later down the road.Īlfroy: narrative design, we had a clear vision for the main storyline since the earliest days of production. That said, in order to focus on improvements from community feedback, we reduced our content scope a little from what we had originally planned. Despite the limited size of our team, we were able to develop plenty of content during the early access period. We do have lots of exciting, new content for the 1.0 release, and similar to our previous updates, players will find the 1.0 content is more focused on quality than quantity. Léger: It was both exhilarating and intense to be adding one new world per update-which would include one boss, one or two mini-bosses, new types of enemies, new weapons, and much more. We put more emphasis on the gameplay experience of players who were new to our game, or even to roguelikes. The biggest impact the early access period had was the feedback we had from players to make all of Have a Nice Death’s mechanics clearer and easier to grasp. That was a tremendous help to avoid feature creep and focus on the core gameplay. ![]() From the get-go, we had a laundry list of features to add, such as new bosses or updates to existing systems like meta-progression. ![]() How has this early access period shaped and influenced the direction of the game's development-both in terms of gameplay and narrative-if at all?ĭutertre: We embarked on an early access being fully aware of our roadmap and what we wanted to put in the game. Now Playing: Have A Nice Death - Department Tour Trailer By clicking 'enter', you agree to GameSpot's ![]()
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