All of these enemies have these core green cubes that are like the enemies energy and once you destroy them you get to absorb it.Īs you collect these green energy cubes you fill up your overdrive bar and once that”s full you can unleash overdrive and inflict massive damage and watch plenty of super cool particle effects fly around. You can see the destruction model a little bit in the end-level boss which is going to be a lot more detailed in the final game. What”s overdrive then? HK: Once again we go back to the voxels and all of the enemies are composed of them and fully destructible. Then you pickup the human and one thing I love to do, and this is inseparable from my personal play style, is boost and throw the human from a larger distance. When you kill the glowing enemies you unlock humans from their chambers. Throw human? HK: Yeah, that”s a bit of a test that we put in that some of us ended up liking so we kept it. On the control side you have boost, overdrive and throw human. That”s a must for us.Ĭlearly you guys love explosions and having loads of stuff whizzing about the screen HK: Is that really evident? We want to make sure that 60 FPS is always maintained. The main thing is, in a shooter especially, even one single frame drop can be devastating. I think we will be able to crank it up a little bit more but make sure it is always rock solid at 60 frames per second (FPS). There are some bits that have been optimised but the game isn”t obviously final so there is still a lot of cycles left to optimise within the game. Have you started optimising the game yet? HK: Until now we”ve had nbso online casino reviews a lot of freedom pushing and adding more and more stuff. Of course, as we mentioned before, when you do finish the level you get to witness its full destruction in all its glory. By the end of the level you can see it”s not exactly in the same state as when you first started. The environments are built from these individual cubes and with every single explosion, every enemy destroyed, every smart bomb unleashed you chip away layers of cubes from the world. But with the power of the PS4 we”ve been able to convert all that stuff into dynamic destructible environments. It”s similar to Stardust in the way that you have lots of things to shoot, lots of explosions and you have one background there. The bottom of the screen, that”s all destructible then? HK: That”s one of the key things about Resogun. It”s possible that we might add some other modes too. That”s two ships playing through the same levels. In this final part Kruger covers some of the in-game and online features and what the “throw human” trigger does on the PS4 controller.ĭo you have other game modes planned on top of the single-player game? Harry Kruger: Yes, the one that I can confirm for now is that we will have online multiplayer, that”s online co-op. In the first part of my interview with Resogun”s lead programmer Harry Kruger talked about Housemarque”s inspiration for the game, end of level bosses and PlayStation 4 share clips.
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