We got a lot of reviews for Ironclad Tactics at launch, and one of the major things that people complained about was the randomness. It also gives you way more press, and it shields you from crappy reviews. One of them is that you can better respond to what players want, and better make a game that's less about your stupid artistic vision, and more about making something that's an interaction with your fans, so people are actually playing your game. If something is compelling enough, releasing something before it's "finished" is actually quite acceptable, and can actually give you a lot of bonuses. Then we started looking around and decided maybe that people don't value that as much as we thought they did. I was always really - I believe very strongly that was the best way to do it. You do a little bit of prep and testing, and you put a lot of work into it, and then you release it so that people can enjoy it. A lot of the stuff I released a long time ago was not very good in the scheme of things, but I still only released them after I thought they were ready to go. I think it's a bunch of developers prematurely releasing stuff that should not be released. Why Early Access? This is the first time you're doing an Early Access release, so I'm just wondering why you're going down this route now.īarth: So I've actually never been a fan of Early Access. It's one of the major mechanics that everything else kinda unfolds out of. In SpaceChem, if you tried to stick two atoms together you'd lose, right? So one of the fundamental things in this game is that you can use blocks to push other blocks. One of the big things when it comes to the mechanics, is that blocks can push other blocks. ![]() ![]() If we just wanted to make a game for the SpaceChem audience, we'd just make SpaceChem 2. The people who like SpaceChem the most, are still going to like SpaceChem more. Trying to find that medium has been tricky, because a lot of people like SpaceChem, and the audience for this game is going to be similar to that audience. On the other hand, we want people who like SpaceChem to think, "Well I'm going to like this." On the one hand we don't want to say, "It's just like SpaceChem," because it's not. I mean, I've been trying to quantify the difference between the two. You built these factories out of conveyor belts, pushing arms, welders, stuff that sticks blocks together, and you build a factory that creates a product. This is basically a 3D version of that, made to not suck. Compete with the best players, trying to spend as few cycles as possible to get the end result.You've still not told me what this game is about! From the single screenshot you've put out, it looks like a 3D representation of what was happening in SpaceChem.īarth: Are you familiar with my older games, like Manufactoid? It's not very good, don't play it. It shows your personal achievements and compares it to other players. You need to get the connection indicated on the output.Īfter solving the puzzle, you will be presented with statistics that indicate the number of cycles spent, reactors used and instructions. You can program them for the following actions: capture, release, rotation, production of connection / separation of chemical bonds, nuclear fusion / fission. The manipulators move in the direction you specify. Defensive action is where you fight off monsters who are trying to destroy the SpaceChem station.Įach reactor has two entrances and two waldo manipulators. In the production facility, it is necessary to connect the reactors with pipes, supplying them with chemical elements. The research stage involves interaction with the reactor. These stages are divided into the following categories: research, production and defensive. Each of them requires programming two reactor manipulators. The campaign consists of episodes, which in turn are divided into several stages. ![]() You are doing research by conducting chemical reactions, nuclear fission, or fusion. Spacechem - puzzle game in which you play the role of a space station engineer.
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