The problem was that some testers found it uncomfortable, since they could not distinguish the player from the enemies, by the speed of the game and by the amount of enemies that were on screen, they also felt strange and uncomfortable sight (as if they flew over the game).Īnother difficulty was the visual part. It gives a lot of freedom and simplicity in applying melee attacks and with firearms, also the handling of the character was very dynamic. This view allowed us to move and animate more easily the legs and torso, since they were separated, as if it were a tank: while the torso pointed where the mouse cursor was, the legs were handled by the classic WASD keys. were discarded.ġst Option: Totally overhead (example: Hotline Miami) Hotline Miame, published by Devolver Digital Keep in mind that this is for a 2D game with a lot of action at 360 degrees, so options like a side-scroller, third person, etc. I will mention the options that we were analyzing and a game that represents it as an example. This time I’ll talk about something more technical: the choosen camera and all the options we had in mind If you want to read it, you can click HERE. In our last article we talked about why we choose Game Maker Studio 2 as the engine to develope this game and we also describe its strengths and weaknesses. Hello again! Momfus here with another entry of this dev diary about our game called Project NN.
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