12/15/2023 0 Comments Tchia xboxThat was definitely a challenge in terms of the programming and animation workload it required, but we built our systems smartly enough that we didn’t need to re-do anything from scratch for every new object or animal. Once we were fully committed to the sandbox, toy-like aspect of our design philosophy, we knew we had to make almost everything possessable by soul-jumping. Q: Can you describe the process of designing and implementing the different abilities of the animals and objects Tchia can soul-jump into? From there, we designed our world to incorporate fun and interesting ways to use those mechanics. We designed Tchia as a toy box, where every mechanic could stand on its own as a self-sufficient little nugget of fun. That evolution was informed by the fact that New Caledonian folklore and legends often involve shapeshifting and animals taking human forms and vice versa, so it felt thematically relevant. Q: How did your team come up with the concept of soul-jumping into objects and animals in Tchia? So after that experimentation, it became what you see, warping into objects and animals that lets Tchia traverse the world while soul-jumping. This was somewhat better, but it still didn’t help with locomotion since you would always go back to square one when you finish your soul-jumping. Then it evolved into possession but with Tchia staying in place in a trance-like state. At first, it was just a simple telekinesis ability, which was fun but fairly limited since it didn’t help with locomotion and was cumbersome in combat situations. Soul-jumping went through several iterations. Q: Did you experiment with different ways of implementing the soul-jumping ability before settling on the final version? If so, can you describe some of those early iterations?
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