IGM: On the official site you said you wanted Starbound to have the âdepth of a modern titleâ is there anything specific youâre aiming for with that ideal? I was once ambushed by a raiding band of space pirate penguins whilst exploring a crystal planet. Tiy: Oh don’t get me started on the Penguins… They’re a particularly rowdy sentient race. IGM: Do you have any favorite examples of crazy stuff Starbound has thrown together in testing so far? Iâve heard people mention killer penguins! We want the inhabitants of each planet to be surprising and varied. They also have a huge range of modifications and skins that are mixed together to create a unique visual variation of the creature. Tiy: Some will definitely be friendly! Many creatures in Starbound have a whole range of behaviors that only appear in certain planet generations. IGM: Procedurally generating each planet's inhabitants sounds really fascinating! What range of different behaviors can we expect from these creatures? Will some be friendly? We’ve put major work into ensuring the whole UI is super intuitive and making sure it’s only there when it needs to be. Tiy: There will be (optional) hitpoints, as well as a few other RPG tropes but we will be keeping the minimal UI intact as we want as much of the screen real estate as possible focused on the action. Will the game be like that when itâs in motion too, or are we going to see more overt RPG business like hit points and stats flying across the screen? IGM: The screenshots we've seen of Starbound (so far) have had what looks to be a fairly low-key and streamlined UI. It also goes a long way towards keeping the game fresh and that idea of producing content on the fly to create a never-ending experience is the foundation of Starbound. It meant that rather than forever just choosing the weapon with the highest stats players chose weapons based on how they feel as well. Borderlands was really the first game to make the weapons feel and function differently. Tiy: The procedural generation of Weapons! It’s an idea that’s appeared in a bunch of games but largely only in regards to a weapon's stats or requirements. What was it about that title that struck a chord with you? IGM: Borderlands seems to really stand out on that list too, considering it's a relatively recent IP compared to the other classics you mentioned. I also like the concept of fostering some kind of attachment between a player and the creatures in the game. We’ve drawn inspiration from both of these ideas in Starbound. Also, the idea that the player is out there to explore and catalog their findings. Tiy: I really like the fact that in Pokemon each of the enemies you encounter in your journey can become an ally or a tool for the player to use. While I expected most of those, that last one really caught me off guard! What kind of Pokemon influences are we going to see reflected in the gameplay? IGM: You've described Starbound as a mix of Diablo, Metroid, Borderlands, Castlevania and Pokemon. Starbound is both my dream game and my attempt to take the wonderful gameplay and aesthetics of some of the classic games I grew up with and combine them with the depth of modern titles. I’ve worked on and managed a bunch of games. Tiy: Hi everyone, I’m Tiy the lead developer of Starbound. IGM: For the uninitiated's benefit, could you tell us a little bit about yourself and give us the basic lowdown on Starbound? Set your eyeballs to read as we sit down for a chat with game developer Tiyuri, here to talk about his latest project: Starbound! The procedural generated space RPG boldly going where, reportedly, killer space penguins have very much been before.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |