![]() ![]() The flexibility and openness of the engine made it easy for us to tailor the engine to achieve our visual and gameplay goals. We started using UE with this project and we were really surprised by how fast we learned to use it. And we will try to involve them as much as we can along the way.ĭid prior experience with Unreal Engine inspire some of the decisions that went into the game?īevensee: Funnily enough, it did not. It ultimately comes down to if the audience likes it. So, up until release day, we’ll be unsure of whether we have made something that is appealing. We then work on it, test it, play it, and then get “tired” of it, which causes us to start doubting it. It seems to be a flowing motion where at times, we can get very excited about how well it works. However, whenever you are doing anything artistic, it is natural to doubt yourself along the way. Testing with non-biased players and communicating with your end users is at the core of creating a great experience. Now, the design is a lot better, and with the help of the Unreal Engine team, we have had the opportunity to test it with audiences in Cologne and at Nordic Game. In the midst of that process, we recognized a lot of the flaws that didn’t make it appealing, and we started to recognize those elements and design choices that would make it a fun game to play. It hit us hard because we had to decide whether it was sunk cost or if it was merely a question of small changes to our design. However, the mechanics and design we had chosen did the opposite and was, at points, almost boring. What we wanted to facilitate was a high degree of information exchange, because that is, at its core, trust inducing. We actually built a prototype in the first couple of months, which on paper seemed fun, but when we played it in a more complex setting, it proved to offer very little replayability and wasn’t that engaging. ![]() What was key to First Class Trouble’s conceptualization and development?Ĭreative Director Sebastian Hurup Bevensee: Our concept has gone through a pretty hard birth so far. We spoke with Creative Director Sebastian Hurup Bevensee, who elaborated on the tools and processes that are helping studio Invisible Walls develop the game. Some of the survivors are robots in disguise, and cooperation is key to success, but trust will be in short supply as players attempt to figure out who the robots in their ranks are.įirst Class Trouble has gone through a handful of changes throughout development. to revert it to a non-homicidal state, but all is not as it seems. The band of surviving players must now work together to try and reset the A.I. They’ve already wiped out most of the passengers by simply turning the air off, but a lucky few with Oxygen Rebreathers survived. and onboard robotic servants have decided to kill every human onboard. Chief among these problems is that both the A.I. Players take on the role of one of the last remaining survivors on this ship as it experiences severe technical difficulties. First Class Trouble is an asymmetric multiplayer game that blends cooperation with deception, as players try to figure out who they can trust while they fight to survive aboard a luxury spaceship that’s had an unceremonious A.I.
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