Slaughter Posted December 1, 2005 Share Posted December 1, 2005 For those of you that would like to know a little about the process of developing a game like UFO: Aftershock, here's your chance. Lead developer Martin Klima takes you through the ups and downs of development, and explains why they added some things and cut others. Find the full story at Gameindustry.biz Link to comment Share on other sites More sharing options...
Accounting Troll Posted December 1, 2005 Share Posted December 1, 2005 We came up with the idea of the 'flying island' we named Laputa after the flying island from the Gulliver's Travels (I chose the name because it appeared to be an obvious cultural reference, but I have yet to meet a person who knows what it is). Sorry to be smug, but I do Overall, an very revealing article. I was particularly interested in reasoning of putting in the tracks so the player would have some idea how he is getting on in the game. I find the way they were incorporated to be logical considering what the world would be like in Aftershock. It would be relatively easy to open up an old transport link, but keeping it in good repair would be another matter. Although Martin doesn't mention it, I suspect that the concept of uncontrollable territories sprang from the tracks concept. The regions that are uncontrollable are usually regions that currently have a poor transport infrastructure, such as the Amazon rain forest or the Sahara Desert. Link to comment Share on other sites More sharing options...
Pete Posted December 2, 2005 Share Posted December 2, 2005 I liked the first track defense mission I had to do protecting against the Wargots. It gave me a really good idea about how BIG the tracks were. I was expecting a little railway line or something. (I'll also just note that I didn't realise the tracks were on most base defense missions as well because I wasn't aweare what to look for). Link to comment Share on other sites More sharing options...
Mouse Nightshirt Posted December 6, 2005 Share Posted December 6, 2005 I like a developer who can wholehartedly critcise their own work. He admitted many of the flaws I see in this otherwise good game. Bring on UFO: Aftereights! (Working title I'm sure) Link to comment Share on other sites More sharing options...
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