“The spark that started everything was basically Helldivers, but the game was too slow for us. “We got lots of experience when it comes to combining melee combat and ranged combat - that's something I think we've proven we're doing right with our previous games - so the idea was to create a top-down shooter looter slasher,” Kuk went on. “The first ones are slashers, like Diablo or Path of Exile, and the second are shooters, like Helldivers or Ruiner.” “When we started thinking about this game, we divided the whole top-down market into two genres,” Michal Kuk revealed. Game director, Michal Kuk, explained to VG247 how the concept of Space Punks came to be. Space Punks is one clear example that proves the studio’s satisfying game feel can can work outside of first-person shooters. Then there’s Evil West, and the recently-announced stylish side-scrolling adventure Trek to Yomi.įlying Wild Hog is clearly more ambitious now than it's ever been, and it wants to be known for more than just Shadow Warrior. Shadow Warrior 3 is on track for release this year. The studio that started out with the niche, retro shooter throwback Hard Reset a decade ago, has gone on to juggle various exciting projects simultaneously. To see this content please enable targeting cookies. Space Punks, a free-to-play top-down shooter RPG borrowing from Borderlands and Diablo, is the Hog's first foray into the genre, having been mostly known for its first-person shooters. Seemingly out of nowhere, Flying Wild Hog revealed yet another game it has in development. Yes, crafting be like the backbone of your meta progression.Space Punks might be your new favourite podcast game. We've seen the crafting system in the deep dive, is it safe to say that this will be the game's true endgame? It was our base design principle to avoid SMG 1, SMG 2. Īlso, we have a weapon called Railgun that can shoot through the enemies but then you have a perk that modifies it to allow to bounce off the walls and hit additional enemies. You can make your skills more powerful, for example, you have a turret that can start walking and shooting. So each of our ranged weapons will have unique projectile mechanics and each has a different heavy attack and to add on that, you have the modifiers. On the other hand, we want to make each of our weapons unique since is action-focused. A mix of each character with each weapon will give you a different playstyle and we really, really focused on that - for each character to have a unique set of skills that make them play differently and move differently and this expends to things like dash. With both gunplay and abilities at play in Space Punks, would you say one is more important than the other? After that, the plan is to have a three-month schedule but we'll see. The rollout of the characters will be a bit slower and we can't talk about that just yet.īut there will be new game modes, we plan to release two additional endgame game modes in the closed beta, we'll see if we will be able to do it but fingers crossed. Each month you'll get the extensions of the perk system and the crafting system and new planets. What about content updates during the early access and beta later on?įirst, we plan to have big updates every month for the early access period. You'll want to tackle some endgame content missions to get better at it and so on. We're also trying to make the game highly replayable. For example, we will have a stem of the crafting system, a stem of the endgame content, half of our planets in the open beta, full weaponry, all four characters - I think there will be plenty of content for long hours to play. We have an approach that will give you a taste of everything in the game. We will have a lot of things for the players. What type of content can we expect during the early access? Will there be plenty of stuff to do from the get-go?
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