When Yacht Club Games decided to style Shovel Knight after the NES games that inspired it, they took that project seriously. Shovel Knight can’t fill the screen with 1000 bullets or radically switch up how it plays. It has to stay true to its inheritance, else, as programmer and co-designer David D’Angelo tells me, “It’d stand out as bizarre.”
So its bosses naturally follow classic rules, too, including its final one, the Enchantress. Here, Yacht Club faced the challenge of producing a fight with the same restriction of four attacks and 20 hit points as all the other bosses, while also acting as a striking culmination of the adventure. But the real challenge began when they went back to redesign her another three times, once for each of the game’s expansions. And now the project is finally done, these four riffs on the same battle are a chance to witness a studio jamming on and exploring the nooks and crannies of its design. (more…)
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