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The main producer Nikhat Ali talks to consequences survival over the strategic title.
Haemimont Games, Mars Survival Paradox Interactive was one of the most unique and exciting strategy games that was launched in 2018. No wonder the publisher Paradox Interactive definitely trying to double your success with more equal or similar. _ The following survival - currently runs early access to PC and Xbox One and is being developed by another team at ICEFLAKE STUDIOS. The core concepts and ideas of the predecessor are adopted and postapocalyptically used, while their own ideas are implemented. The results are already promising, and although the game is still about a year before the final start, there is enough reason to be excited. In the hope of learning more about the game, we recently sent some of our most burning questions about this topic _The consequences survival to his publishers at Paradox. Below you can read our conversation with main producer Nikhat Ali.
"When we have developed our mars survival we knew were on something special and wanted to go further _ survival_ games. "
What caused the idea to leave the ideas behind mars survival and then bring them into a much gloomy post-apocalypse situation?
When we survive our mars survive, we knew were about something special and wanted to go further _Aufleven games. In front of mars survival we have already thought of highlighting our _ survival_ and explore other ways to apply the mechanisms of survival management. At this time ICEFLAKE threw us your postalapalyptical colonieauer, The consequences survival. They had exactly what we had wanted _ survival_ game, you could say, we were the perfect game.
How does it work? _ The consequences survive_ Adjust the mechanics of the colony form to adapt them to the chaos and the desperate nature of survival after an apocalypse?
Mar's survival commissioned players to build a colony that can maintain human life on the inhospitable surface of MARS. In the The survival _ consultation, _ Earth has experienced a worldscale event that made the planet an inhospitable wasteland. In both games, players need to secure basic resources and master challenges to survive. While technology and atmosphere are different, the gameplay experience that makes up the core of Survival Colony Builder, similar enough as it is known to players mar's survival will feel at home in The consequences survival.
The world of The consequences survival is populated with other survivors who are also fighting survival. These groups of survivors can connect their colony to exchange their resources with them or even threaten their people and their safety. Players can send specialists to the world to explore the environment, collect resources and even contact other colonies or bandite groups.
Already since The consequences survival is currently in Early Access, we take player feedback seriously. If there are survival features that our community would like to see, you can tell us this and we can try to integrate them into the game.
In view of the post-apocalypse situation of the game, it would be assumed that fight and conflicts of nature will be an important part of the survival and expansion process - you can talk a little about this aspect of gameplay?
The choice of the player and the way he deals with the other groups of survivors plays an important role The consequences survival. As soon as survivors arrive at the gate of the player, they can be embedded, averted or exchanged with resources. These decisions may have permanent consequences that affect the future of the colony. The world map is populated with bandits and rival colonies that can bring players together with specialists.
Each of these elements is further developed during the Early Access period. An example is the introduction of extended diplomacy options that can use players in dealing with another colony. We have a comprehensive update in the works that will improve the functions of the world map and the interaction of the players with the world around them - be on the hat when it goes live later this year!
"The current version of The consequences survive focuses on making the players starting their colonies and to master the immediate survival fights. We are still far from publishing end games contents with which colonies can be sustainable in the long term. "
_ The consequences survival_ The name suggests that the main objective of the game is less reconstruction of the world than survival. What kind of balance is looking for the game there? Begins as pure and simple survival and gradually develops over time to build a safe future for your colony (maybe even beyond)?
As the name of the game says, it's about survival after an apocalypse. Civilization was wiped out and the world is in ruins. Players have the task of building a sustainable colony for their group of survivors. As you survive, the players and their decisions. In the course of the game, players can work on a sustainable future for their colony and their population.
The current version of The consequences survival focuses on making the players starting their colonies and mastering the immediate survival fights. We are still far from publishing end games contents with which colonies are sustainable in the long run. We can tell more details about what to get on us when the publication approaches.
What effects do the environments and the different biomes have on the game behavior of the players?
Each BIOM offers unique challenges for the players. Different resource types are available in different parts of the world, even the ground quality and temperatures are different depending on the BIOM. Biomes also have place-specific hazards that change the approach of players to building their colonies and add more levels of strategic gameplay to the gaming experience.
We prefer to add more unique items during the Early Access phase. Some functions include biom-specific hazards for specialists and bandits as well as a quest system that is updated based on the biom.
Which types of natural disasters will encounter the players? Are you planning to add the game before starting 1.0 more these disasters?
Currently, players are confronted with a variety of catastrophes, including heat waves, droughts, thunderstorms, meteor showers and space filling. Each catastrophe affects the colony in different ways, some destroying buildings while others affect production. The players must quickly respond to any disaster if they want their colony survived.
We prefer to increase the number of disasters during the Early Access period, resulting in outbreak of nuclear waste, disasters with the effects on temperature and even cause postapocalyptic wildlife to become a dangerous part of the environment.
"We have built a complete event system to handle all events in the game The consequences survive. During the game, players will be subject to individual events such as a meteorite crash or chain of events, such as a search to learn more about the world. "
Can you talk about the "events" and how accidentally they are in nature? See you as a main street for the storytelling in the game?
We have built a complete event system to handle all events in the game The consequences survive. During the game, players will be subject to individual events such as a meteorite crash or chain of events, such as a search to learn more about the world.
There are two different types of events that players will experience: goal events that take place in the colony, and world events that take place outside the colony. While the specialists of a colony explore the world, they can enter a "hot spot" that triggers a world event based on a "hazard value" assigned to each zone. Meanwhile, gate events are thematically bound to what happens on the gate, such as bandits arriving in the colony, or dealers looking for a deal.
We actually have a kind of "overseer" built into our dynamic difficulty options, the "gatekeeper", which monitors the progress of the player and triggers events based on the performance of its colony. If the colony of a player is well, the gatekeeper can trigger a meteor shower or a heat wave. Likewise, it is less likely that the gatekeeper triggers catastrophic events when a player has difficulties through. We do not want our players to lose hope while playing, it should be a challenge, not impossible. We also did it so that the gatekeeper can be adapted to the startup screen menus when a player changes its difficulty level.
We experiment with ways to use the event system for building the world history, and we have some ideas. We can not respond to details, but we can say that there will be some story-related events in future updates.
To what extent is the focus to challenge the players directly in difficult decisions?
The survival after an apocalypse is not an easy task, and you do not have to make decisions if your colony should thrive. Decisions can have consequences, some good and some bad, but we want the players always feel that they have control of their own actions in the game. The world will respond to the player due to its decisions. For example, if you reject all survivors at the gate, you may be protected from thieves or sabotage. However, your people will miss the skills that bring the survivors into the colony, and they are not rated positively by the other groups in the world.
The player has the freedom to respond to these situations, as he liked, but the world looks outside the colony and can react.
What are the most important things you want to achieve with the relatively long access time of the game?
An important thing we want to show the players is that we listen and that our community feels that their voice is important. We started The consequences survival Early Access so that we can develop the game together with our community if their feedback can have the greatest influence.
Our players have helped us mars survival in the success it is today by giving us a great feedback after the start. We want to make the consequences survival_ the best _ survival_ game can be and we know that we can do that by working with our community right from the start.
"Survival after an apocalypse is not an easy task, and you do not have to make decisions if your colony should thrive. Decisions can have consequences, some good and some bad, but we want the players always feel so they have control of their own actions in the game. "
Do you have plans to start the switch?
Currently we have not announced any plans for switch.
will offer the game Xbox One X-specific improvements. What can players expect if you play the game on Xbox One X? Are 4k / 60fps on the cards?
_ The following survival_ Currently, the graphics settings on Xbox One X are higher and this is continued with future updates. We hope to be able to support 4k with 30 frames per second, but we are currently rotating on Xbox One X to Soliden 1080p / 60fps.
And how will the PS4 Pro version look like resolution and frame rate?
Currently, our team is aiming for similar performance and similar functions for PS4 Pro available on Xbox One X.
How is the game running on the original Xbox One and PS4, in terms of frame rate and resolution?
Our current goal is to maintain a stable speed of 30 fps at 1080p. While this can change slightly during the Early Access period, we will continue to work on the optimization and performance improvement to achieve our goals through official start.
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