How are you planning on involving the Community in your development process? We may want to raise the price in the future when out of Early Access, to best fit the final product.” “We want the price to fit the state of the Early Access and represent the amount of mechanics and content that is in the game at the moment. Will the game be priced differently during and after Early Access? Options to adjust the active ragdolls' parameters, slomo, stamina, damage, no blood, etc.Many controllers support (including fight sticks) and fully rebindable controls.player mode (use Steam Remote Play Together to play online) AI mode, survival mode, sparring mode, history buff mode, and local player vs. Story cinematic teaser (a test cutscene).What is the current state of the Early Access version? different clothes for characters to choose from.12 fighting styles and even more characters.“The full version of the game is planned to include: How is the full version planned to differ from the Early Access version? This doesn't mean we work slower - we will just make more content.” It is very likely that we will spend more than 2 years making this game. We already got more gameplay modes, more combat features and more (than the initially planned 12) characters/fighting styles are in the works. “The game is planned to be in Early Access for approximately two years, but this can change either way, depending on Player feedback.Įdit: Currently the scope of the game has become larger than what was planned at the Early Access release. Revenue from Early Access sales allows for making more and better quality content, such as an original soundtrack, professional voiceovers, hiring HEMA fencers for more mocap, etc.”Īpproximately how long will this game be in Early Access? As an independent developer, I don't have any deadlines or limitations making Hellish Quart, so I believe that early involvement of the Players will only be beneficial. As I'm making this game mostly alone and with a limited budget, I want You - the Players - to be involved in testing and improving the game.įeedback and suggestions from the core audience are essential for this game's final form. The controls must be tight, the animations must be perfect to the millisecond, the balance must be ideal, as well as the difficulty tiers.
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