Montag, 5. März 2018

Into the Breach’s interface was a nightmare to make and the key to its greatness

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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. This time, Into the Breach [official site].

“I think we were resolved to having a UI nightmare from the beginning,” says Matthew Davis, co-designer and programmer of Into the Breach.

“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.

(more…)



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