7/30/2023 0 Comments Endless dungeon games![]() ![]() I'm only saying that because that also relates to narrative, and in many ways, Hitman is actually played a little like a roguelite, where you do a run and try to accomplish this or that objective. ![]() I was a game director, and worked especially on the breadcrumb signature kills that award you opportunities. Before that I did Remember Me, and in between Dontnod and Amplitude, I also that work at IO Interactive, on the new Hitman. Life is Strange was definitely a key release. ![]() ![]() Jean-Maxime Moris: Well, thank you for digging into my past. This is really what we are looking forward to with the new genre. But I think the feel is definitely close, and a lot of our players easily moved from our 4X games to Dungeon of the Endless. But working on that one specifically, because it was real-time in some aspects, and yet different from our 4X. I think we could say we learned with all the games, obviously, we make. When you have one game to finish, it's hell - but when we have two games to finish at the same time? I don't know what it is, but it's definitely insane. We developed it at the same time as Endless Legend, so it was a bit crazy. We loved that idea, and we always looked at it as being a roguelite but also a tactical strategic game with all that. In a way, you are defending the dungeon against all the critters living in it, and yet finding a way to escape. And as you have to get out, you have to defend all the rooms from the previous inhabitants. You try to do something the other way around from the previous dungeon crawlers you're not trying to get in, but you have to get out. That's a really weird brainstorm, but we has these ideas of having a team crashing on that new planet, and when you crash you just realize you're in a dungeon. We thought it would be nice to find a cool little way to explain to our players what the links were. We had a few drinks with people in the office and were discussing the games were playing, and we wanted to explain the link between Endless Space and Endless Legend - which was the other game we were creating. 4X is a genre we love, but it is definitely not the only genre we love in strategy.Īctually, the idea of working on the old Dungeon of the Endless was inspired by a dragon knight. We wanted to raise the bar with a bigger focus on art immersion, and to be able to develop these games with the community. Simply because when we created Amplitude, we were big fans of strategy as a whole, and we did identify 4X as being one place where we felt most disappointed by the games we were playing in 2010. It's our daily life.įor my side, I felt it was quite natural. Romain de Waubert: It is interesting, because for Jean-Max and I, it's always to meet in the middle between the story and game systems. Studio Head and Chief Creative Officer Romain de Waubert and Creative Director Jean-Maxime Moris sat down with Screen Rant to discuss Endless Dungeon's difficulty, design, and what players can expect from the final product. The concept of resource management also plays a role in Endless Dungeon , as things like food and research - which can be made from generators located in different rooms - must be collected to regain health and advance defense technology. As players continue to explore, they must safely move it from room to room to make it to the exit. The crystal supplies power and is necessary for player survival - if it's destroyed, it's game over. Players work their way through randomly generated rooms of an abandoned space station as they attempt to find a way out. Endless Dungeon centers largely around two elements: exploration, and defense of a crystal through turrets and other upgradeable technology. ![]()
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