First of all, no one in the team had
game development experience other than a couple of educational projects which were far from polished enough to be commercial games.
Not exact matches
One thing which is earning a lot of interest for this
game is the fact that among the
development team there are people who worked on BioShock Infinite among
other games, which means that the
experience level behind the
game, even though coming from an indie studio, was not at beginner stage, like most independent developers are.
The
game is currently only a single - player
experience but that will change as
development on the
game continues, online multiplayer will be added in the coming months along with
other features such as «procedurally generated underground cave networks», AI creatures, biomes and underwater gameplay.
- the
game's shading mechanism has changed, which allows for increased gear texture quality - all graphical aspects and programming mechanisms have been built up from scratch for this sequel - maximum resolution is 1080p in TV mode - a bigger focus for Nintendo was the 60 frames per second - occasionally the resolution will be scaled down when there is too much ink displaying on the screen - Nintendo reduced the CPU load and refined the way to use CPU power effectively to maintain 60 fps in all matches - weapons were tweaked to let players be more creative by thinking about unique weapon characteristics and their best uses - weapons are designed to be effective when they are used during the right occasion - Special weapons are stronger than the original ones when used in the right situation, but weaker otherwise - the damage and effect of slowing down your movement when you step in the opponent's ink are reduced from original - you can jump up in rank if you're good enough, but only up until S - you can't jump up from C, B or A to S + - when you win battles in Ranked mode, the Ranked meter fills and your rank goes up when its fully filled - when you lose a battle, the gauge does not decrease, but the meter starts to crack - once the meter reaches its limit, it breaks - when the meter breaks, you have to start over again from the beginning or from a lower rank - highest rank is still S +, but if you fill up the Ranked meter, you get numbers after the alphabet such as «S +1», «S +2» and so on - maximum number is «S +50», but this number will not be displayed to your opponent - you are the only one to see it, and you can check it on your own status screen - Ranked Power is calculated by an algorithm to measure how strong each player is with minuteness - this will determine if a player's rank is worthy of receiving a big jump (like from «C» to «A»)- Ranked Power has no relation to your splat rate, and is more tied into to how well you lead your team to victory - you won't drop off more than one rank even if you play poorly - stage rotation time was changed to two hours - this was done because the devs expected people to play for an hour or so, but they found people play much longer - with Salmon Run, Nintendo considered how to implement a co-op oriented mode in a player - versus - player type of
game - the devs will monitor how users are playing this mode to see if there's some tweaks they can throw in - more Salmon Run maps will be added in the future, but Nintendo wouldn't comment on adding more enemy types to the mode - rewards are changed each time Salmon Run is played - you can obtain rewards when playing locally, but not gear - originally Nintendo had an idea for this mode, but had no background setting, enemy designs, etc. - Inoue suggested that it should be salmon - themed - when Nintendo hosted the Splatfest that pit Callie against Marie, the
development of Splatoon 2 had started - the devs had already decided to have the result reflected in the sequel - they even had an idea to announce the Splatfest with a phrase «Your choice will change the next Splatoon» - the timing to announce a sequel wasn't right, so they decided against this - they eventually released a series of short stories about the Squid Sisters to show how the Splatfest affected the sequel's story - Nintendo wouldn't say if Marina is an Octoling, and noted that Inklings are not paying attention to this too much - Inklings don't care about appearances, as long as everyone is doing something fresh - the Squid Sisters had composers who produced their songs, but Off the Hook are composing their music by themselves - Pearl is genius artist, but she couldn't find a right partner because she's a bit too edgy - she eventually found Marina as a partner though, and their chemistry is sparkling right now - Nintendo is planning a year of content updates for Splatoon 2 - when finished, the quantity of stages will be more than the original - some of the additional stages are totally new and some will be arranged stages from the first
game - not all original stages will return and they are choosing stages based on the potential for them to be improved - Brella is shotgun-esque weapon, so the ink hits your opponent more if you are closer - it can shield damage when you open it, but the amount of damage has a limit and once it reaches it, it breaks - you can shoot ink, but you can't use the shield feature when it breaks - the shield won't prevent your allies ink - there are more new weapon categories which haven't been revealed yet - there are no
other ranked modes outside of the three current options - the future holds any sort of possibility, but the devs didn't get specific about adding more content like that - for the modes, they adjusted the rule designs so that players will
experience the more interesting aspects
The industry is leaving a lot of
experience at the door by not recognizing
experienced engineers that go through the effort of learning
game design, and quite honestly, those people are probably going to be much better right from the start, as opposed to a fresh out of college kid who has to be told how to program for
other people's work, and from my
experience, most college level
game engineering degrees turn out engineers which are woefully inept at what actually is required for high end
game development.
Dark Day Interactive - is a small indie
Development company, based in Australia and the United Kingdom, with past
experience in the video
game market, with the current release of Once Bitten, Twice Dead on PC, and iOS hits like Sky Island, the team has taken there past skills and knowledge from
other projects and combined them into one tight company, answering to no major publishers, only making
games they love, for the community and helped shape by the community.
Funktronic Labs is a funky - fresh independent
game development studio that focuses on bringing creative
experiences through
games and
other interactive media.
There are now 18 accredited computer
games courses in the UK, which have each undergone inspection by
development professionals from SCEE, Ubisoft, Blitz and
others, reviewing areas including graduate employment, work
experience and links with the industry itself.
Basic Qualifications: - Full time programmer placed in Bandung - Bachelor Degree in Computer Science or related field - Solid programming knowledge in Unity Engine and / or
other C#
game programs - 1 - 2 years
experience on
game development field (iOS / Android) using Unity is a huge plus - Proficiency in Amazon Web Services or HTML is a plus (but not required)- Have interest and passion towards video
games - Have a great attitude and good communication skills - Excellent math and analytics skills - Willing to work both as individual or in a team Send us your CV and Portfolio to:
[email protected]
Players will also be invited to share their feedback with the
development team to help refine the
game and are encouraged to share their thoughts and
experiences via the Immortal: Unchained Steam page and
other social media channels.»
«Rather than re-scope
other areas of
development to save this important feature, the team continued to focus elsewhere: on disparate elements of the single - player
experience, on complicated beast mechanics, and even on
other game designs that came across the team's desks.
KinifiGames Developer Hollie Figueroa brings together PC, console, and mobile experts with different backgrounds and perspectives representative of the diverse
development tracks for
games and interactive
experiences, to talk on difficulty, accessibility, design, and how they influence each
other during
development.
With a functional
game - play system, the pre-alpha will also serve to fuel the
development and implementation of
others such as in -
game account, chat and friends systems, improved menu
experiences, card - acquiring methodologies and a shop for added card purchases.
The Virtuos mobile
game development team delivers big
experiences in small handheld packages — for iPhone, iPad, Android, WP8 and
other mobile platforms.
To me it feels like one of the more unique
experiences coming out of E3 this year, and I look forward to tracking its
development and learning about
other features of the
game such as the on - land activities.
Famously, he has yet to play an Assassin's Creed
game all the way through since leaving the company — the
experience is too stressful, and in any case, Dsilets has
other towers to climb in the shape of Ancestors: The Humankind Odyssey, a mysterious new open world in
development at his start - up studio Panache Digital Games.
At the end of the day, developers want
gamers to have the very best
experience, and setting out with a fixed vision for how the
game plays makes optimisation, QA and a whole host of
other behind - the - scenes
development tasks a lot easier.
- Nexon America's director of
game operations, Min Kim, will share his
experience from working with immensely popular MMO MapleStory and
other games in a session titled From
Development to Launch: the Keys to Building a Successful Free - to - Play MMO.
This means that we can focus on content: gameplay, path
development, writing, artwork, and
other programming elements that will make the
game a polished and enjoyable
experience.
Add to the mix that the
development team at Coffee Stain Studios freely admit that their simulator is a «broken and stupid
game», we really are in for a gaming
experience like no
other.