A game where you push blocks around doesn’t sound very exciting. With Braid, you’d at least realize you have rewind like Prince of Persia. If you just see a guy pushing blocks around, it sounds like a very generic puzzle game. Question: What you were saying about only seeing a small part of it, to try to understand that, is it like seeing an early level of Braid, where you haven’t gotten to all the mechanics?īlow: Yeah, except it’s even more basic than that. Question: But it’s not going to be drastically different?īlow: I’d say it’s more detailed and looks better, but the basic idea is similar. What you saw last year was an early idea about the art style. As we improve the rendering quality of the new engine, the levels will look nicer as well.īut we’re at the point in development right now where we’ve pretty much pinned down what the art style is, finally. This year, we showed something more developed that looked nicer. As to the visuals, the general style of what we showed last year was correct, but again, they were very early visuals. The idea behind it is, I think, very exciting. Question: That art style, is that the game? Is that what we’ll play?īlow: Well - I think if you just looked at that, what we showed last year, you would get a far too simple impression of what the game is. Question: What we saw of the game was a character pushing around blocks. The art team working on this game is about five people right now. I’m also working on the language that the game is in, so I’m a bit diluted. It’s just two programmers, me and one other person. Question: How many people are making the game?īlow: On this particular game, the team is - well, the programming team is small. Things have gone well, but - we’ve been slowly building up this new engine by translating things from the Witness engine, mostly, and sometimes writing things from scratch. The talk today was similar to that one, but it’s the one-year-later version. Question: That was what your talk was about at Reboot.īlow: Yeah, yeah. We spent seven years making a game engine that we shipped with The Witness, but then, this new thing is in a new programming language, so we can’t directly use that engine. We’re working on the graphics engine right now because we’re building a new engine from the ground up. We have a lot more levels than we had last year, so there’s correspondingly a lot more gameplay there. We haven’t really officially announced the game yet, so I don’t want to say too much about it, but we’ve shown it in these talks. At the time, you said, “This is not representative of how it looks visually, but we’ve built about 25 hours of gameplay.” How is that developing?īlow: Well, we’ve built a lot more gameplay. Question: The clip of the game shown at Reboot this year looked exciting. Jonathan Blow: Yeah, just for a little bit. Question: I was curious about your new game and how it’s getting on.
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