The starting point for @Wandersong_game was singing, and the question: how might we turn a game controller into a musical instrument? #FullIndieSummitpic.twitter.com/3LqOd9hwTO
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The starting point for @Wandersong_game was singing, and the question: how might we turn a game controller into a musical instrument? #FullIndieSummitpic.twitter.com/3LqOd9hwTO
Level design in @Wandersong_game:
-"Hand-made quality"
-You can almost always see the sky
-Rejected grid-based art, built editor around this
-platforms are deeper along the z-axis as they stack higher. So level feels open at each 'tier', but also bigger/deeper than it is.pic.twitter.com/fxomXohgSJ
"We tried to avoid punishing the player. We had to make moments where the player has to pass specific challenges, but when the player does something else ("incorrect"), we don't give negative feedback, merely no feedback at all. Desired action gets POSITIVE feedback."
-@theBanov
.@Wandersong_game has environments where everything has an animation cycle. All are tied to the BPM of the music. So the world "sways" in time with the soundtrack & singing.
Except for Miriam who hates singing & wished you would STOP (all music & animation stops when she speaks)pic.twitter.com/1VrS8so7JA
The team broke a lot of "game design rules" but discovered one unbreakable rule for @Wandersong_game:
Emotional Consistency. Characters have relatable emotions, and they respond realistically & complexly as the game progresses. So you better feel their journey and strugglespic.twitter.com/MzFftFAg6e
Wandersong is out on September 27th! You should buy it! #FullIndieSummitpic.twitter.com/3mmS2qJz90
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