![]() They made the changes that felt appropriate and then did it all over again. The team picked over the skeleton of Wasteland 3, scrutinizing every morsel: music queues, combat stats, dialogue, player choices, and more. Rogers even recorded some play sessions like a stream, calling out design notes like, "Holy crap +70% evasion?! That's nonsense!" as he played through levels. Getting the core gameplay out quickly meant inXile could distill the good parts through QA testing and feedback from alphas released to backers. Wasteland 3's meticulous tweaking came courtesy of iteration. We were building a turn-based strategy game … We know that can be fun, it's just a matter of execution." Before they dared freeze hell, the team needed to refine their game. David Rogers, Lead Designer at inXile, summed it up: "It's not like we were building a new genre … We're not making Katamari Damacy. No sweat-they had been through the apocalypse twice before. It's safe to say inXile felt the weight of player expectation when prepping to develop their latest entry. Wasteland 3's crowdfunding campaign raised three-million dollars in one month.
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