![]() ![]() That’s why mechs and bugs only attack in three different ways. “Our requirement that the player has to understand what’s going on in any situation restricted our game design options considerably,” says Ma. ![]() Every turn is a little puzzle box as you try to pull apart the bugs’ plans so you can survive, and it all hinges on you knowing the exact nature of the threat ahead and the exact consequences of your counter to it. ![]() Push the leaping bug so it lands on unoccupied wilderness instead of your city, and let your mech block that other bug’s shot. It’s a game in which you have almost total knowledge, but you’re also outnumbered, and that means your turn is about using your knowledge to disrupt the bugs. You see what damage they’ll do and what kind of attacks they’ll make. The key to Into the Breach is that you always know exactly what the bugs are going to attack next. Its UI! The truth, however, is that the UI is a big part of what makes Into the Breach great, even though it also ended up transforming its very nature. And yet Ma says that he and Davis spent half of the four years the game took to make on… its UI. Rich with different strategies to master and challenges to vanquish, it’s deep, complex and “near-perfect”. Into the Breach is a tactics game from the developers of FTL about taking a team of three mechs into battle against giant bugs in a last-ditch defence of Earth’s cities. “When we decided we had to show what every enemy was doing every single turn, and that every action needed to be clear, it became clear how bad that nightmare would be,” says Justin Ma, its co-designer and artist. “I think we were resolved to having a UI nightmare from the beginning,” says Matthew Davis, co-designer and programmer of Into the Breach. This is The Mechanic, in which Alex Wiltshire invites developers to discuss the difficult journeys they underwent to make the best bits of their games. ![]()
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