The Art and Technology Behind Shu’s 2.5D Platforming
Purposeful Humor and Fun in Post Human W.A.R craft EFG spoke with Studio Chahut about their work on Post Human W.A.R, a turn-based strategy game set in a universe where humans have gone extinct, leading to warring factions vying for control. The R-PATCH, the Anthropists, and the Wraaks all fight for control, with the robot R-PATCH faction consisting of sentient appliances, the Anthropists consist of primates and marsupials who desire to act human, and the Wraak who desire to destroy any remaining traces of human civilization. A player can win a match by killing all opposing forces or by killing the opponent’s hidden champion, in addition to conducting other tasks such as gathering bonus resource boxes and destroying the enemy totem for bonus damage. When I played Post Human W.A.R, its strange humor and unique art style were readily apparent. Studio Chahut wanted the absurdity of their post-human apocalyptic world to shine through, especially in the strategy game genre, which often takes itself very seriously. For the developers, allowing their humor to show in the art and design was important.
Designing Kritika Online’s Ultimate Action and Weapons craft When developing Kritika Online, ALLM wanted Kritika to be a game where the emphasis was on quick gameplay and powerful attacks, encouraging the player to go on the offensive, whether they played solo or online in a party. Eye For Games spoke with ALLM to learn more about how their philosophies behind combat design, and their principles for creating the game’s hundreds of weapons.
Emphasizing Strategy and Art Design in Regalia craft Regalia: Of Men and Monarchs, is a hybrid JRPG and strategy game from Pixelated Milk. EFG spoke with the team to discuss how their influences shaped the game’s combat, how they created original and appealing characters and the difficulty and advantages of choosing to work within 2D environments.
Realizing Medieval Bohemia in Kingdom Come: Deliverance craft We spoke with Warhorse to discuss the role of motion capture and their animation process, the importance of open-ended quest design and how it creates satisfactory gameplay, and how they adapted realistic Medieval combat for a video game.
Shipbuilding and Design Rules of Space Wars: Interstellar Empires craft EFG spoke with Robert Simyar, creator of space strategy MMO Space Wars: Interstellar Empires, to talk about the creation of game’s factions, designing over 100 unique ships, the intricacies of creating a turn-based combat system, and how a board game he created in high school could be adapted into video game form.
Bringing Crash Force’s essential multiplayer to life craft EFG spoke with Ascanio Entertainment about their multiplayer arena shooter Crash Force. Crash Force features multiple hovercrafts across three classes, a plethora of abilities and ability types, and fast-paced arena combat – either online with other players or with bots.
Deep dive into the development of Narcosis craft We take a deep, deep dive into the abyss and explore the development of Narcosis; a survival horror game developed by Honor Code. Discover how the developer came up with the concept and how they made the story and voice acting just as important as the other elements of the game.
Building the neon, sci-fi stylized world of Distance craft EFG spoke with Refract Studios about their work on Distance, a spiritual successor to their previous game Nitronic Rush. Discover how they developed the futuristic tracks and vehicles, as well as how the soundtrack of Distance ties into the fast, neon fused gameplay of their racing game.
Designing the Low Poly RPG World of For The King craft IronOak Game’s For The King is a strategic, difficult, turned based RPG with a deliberate low-poly style. We spoke with IronOak to discuss the art, design, and multiplayer aspects of their game, as well as the challenges and expectations of early access games.
Venture through the mysterious Lovecraftian thriller, Conarium craft Discover this gamedev story about the story, environment, and level designs of Conarium. A Lovecraftian thriller game developed by Zoetrope Interactive.
The Metronomicon and the Challenges of Making a Music RPG craft The Metronomicon is a unique blend of a rhythm game infused with an RPG. We spoke with the indie developer behind The Metronomicon to find out how they were able to successfully combine the two genres, and the challenges they faced from blending two very different genres into one game.
Designing the Combat and Skill Tree in Asura craft Battle through this GameDev story about the Combat and Skill Design in Asura, developed by Ogre Head Studio based in Hyderabad, India. Asura is a fantasy Action Role Playing Game and inspired by the Indian mythology.
The Clockwork Mansion Design of The Sexy Brutale craft The Sexy Brutale is a puzzle game that sets a murder mystery within a clockwork-like, interconnected series of rooms in a mansion. The player is tasked with exploring the world and meeting characters that they will have to save. We spoke with the developer to discuss some of the challenges of The Sexy Brutale’s interconnected world, and how they came to piece it together.
Making a different kind of shoot ‘em up with Trackher craft Ask An Enemy Studios is looking to put a unique twist on the shoot ‘em up genre with A Duel Hand Disaster: Trackher, an unconventional shooter that challenges players to get the highest score possible, then choose when to exit the game and end their high score run. We spoke to Ask An Enemy Studios about the design challenges of creating a modern shoot ‘em up when you are the sole developer.