3/12/2023 0 Comments A year walk lets play![]() ![]() But it has not been necessary to play the evil dictator card quite yet, because our collaborators are great at what they do, so we just give them a light spank to steer them into the right Year Walk mind if they start to stray away from the vision. The game is directed and produced by Simogo, so in the end, we are the evil dictators that decide everything. The collaborations are within other fields. When/if there is a discussion in game design, how do you resolve the issue? Real life Smash Bros.? Rock, paper, scissors?Īll game design is done by Simogo. But you are of course free to imagine the hat of your choice – In fact, we strongly encourage imaginary hat options. As you view the game from the protagonists perspective a hat change might not be very useful. What is the main characters name, and will you be able to choose his hat? ![]() Yes, but the game is played in first person perspective so you never see him/her/it! But, early on in the game you will encounter a human being, so you’ll get a more clear picture of what is going on then. Is there a hero/main character in the game? Can you describe him/her/it? We’d like that to remain a mystery for now. Why yes, yes you can! Here is what we are listening to while creating Year Walk: Our collaborators are also really great inspiration for us!Ĭan we expect a Spotify Playlist with inspirational music that you listen to while creating the game? Other things include Robert Wilson’s version of the play Woyzeck, Matti Bye’s music, David Lynch, Japanese Horror, New Age, the occult, Yuri Norstein’s great stop motion art, swiping and navigating in safari for iOS, Zelda games, Cing‘s great adventure games… to name a few. Mainly Swedish “mythology” and folk lore. But the mysterious future of Simogo must always remain a secret.įrom who/where/what are you drawing your inspiration for this game? Whilst making Year Walk, have you had any premonitions or visions of your future? We want it to be enjoyable, intuitive and fast to just move around in the world, and we want interaction with different objects to feel good and tactile too. In “standard” adventure games, sometimes it can be pretty bothersome to move around. The movement controls in Year Walk began as an experiment in how to make a first person game in a 2D perspective, and to make those controls feel really good. It is not a standard point-and-click style adventure! Is it a standard point-and-click style adventure or something more experimental? We had long suspected that we were missing out on some serious fat cash by not making adventure games so this is our attempt to make up for this. A few of you accepted our humble request, so without further ado, let us peek into the question bag! Last week (via twitter and facebook) we asked for your questions for a Year Walk QA post here on the blog.
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