Its arc was curved, you had to think about that. Q: How did you land on your gun mechanic specifically?Ī: Originally it was a bow and arrow because I thought it was really interesting, not just a straight bullet. The HP mechanic came in when I felt I knew how to make a basic roguelite, so I had to take it and make something really unique and fun. There were multiple iterations, one where you had a sword, and later the gun we have now. I liked the basis of it, but wondered whether I could do something more. But back then you had a bow and arrow guns and the HP mechanic came later. Originally it was similar - you were a child, basically, trying to climb a tower. Q: How did the reality of development on Revita differ from your expectations based on looking at pre-existing games?Ī: Actually since Revita is more-or-less my first proper, big-scale project, it started out as a very different game. So what if I just take this and really heavily emphasize that point to construct every mechanic in a game? It creates, in my opinion, a very interesting gameplay loop. They have short runs with the idea of everything being challenging, and every hit has consequences. Roguelites in general are very much about risk-reward. I thought, wait, this is a really cool idea, but what if it was possible to construct an entire game around that concept? In Isaac there's something called "Devil Deals," which basically means if you do well in an area you have the chance to convert some HP into items and upgrades. Q: Where did that idea originate? I know we've talked about influences like Binding of Isaac, Hollow Knight.Ī: I think the whole idea of using HP as the main mechanic originated from when I was playing The Binding of Isaac.
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