Hey all, hope you are all enjoying your advent calendar chocolate. Just to let you all know the game will be releasing in early access on the 12th of December 2016. This week's interview is with Justin, also known as Gandr.
Hey all, Welcome to this Friday's blog post. This week we have a interview with Etienneh99 and a sneak peak at some skins coming to the main game. So with out any further ado here is this weeks interview.
Hey all, today we have another video from Darren. Here you can see a showcase of all the current into cutscenes planned for the early access.
Hia all, this is a new thing I am going trying to do weekly on Fridays where I interview one of the team members of IMG. If you have any questions that you would like to ask feel free to let me know in the discord server. So without further ado this weeks interview is with Ryan (aka "Ryagard") Breaking Wheels Lead Level Designer.
Well, It seems that some of the videos on the IMG YouTube page have missed this blog. Sorry about that! However to fix the oversite, here are the videos from the IMG YouTube channel. Enjoy!
I highly recommend that all of you subscribe to the channel so you do not miss out.
"What have you been doing this week?" I don't hear you ask. I guess you could say I have been wheely bussy. Well I have been playing Dark Souls 2 with our Community Manager and Web dev Justin, since when was the flexile sentry outside the... oh you mean to do with Breaking Wheel, oh OK. Well here is the last level I made:
What makes a game fun?
While a answer may spring to mind relatively fast, consider it a moment longer. The answer tends to always be subjective, meaning it only applies realistically to you as a individual. Now there may be more people who find the same type of games as you fun, but it may be for different reasons. Some people, like me, gravitate toward story, others primarily puzzles, others exploration, and yet others, the freedom to do whatever even if the aforementioned things are lacking. Fun is a weird science, when factoring in replayability, to user control, to ease of use, accessibility, etc, it is a odd albatross to nail down, and then sometimes in development even after it's been had, some dumb idiot might just snipe it.
There have been many discussions on what is and what is not fun from us about the game, which is why you have so many options at least on normal mode for how you would like to play our game. It is also in part why the Bonus levels exist. Bonus levels offer a off the norm way to play our game, as you can see from the video with tower defense or dropping bombs on enemies, to flappy wheels or a pinball type level where you control the pinball. I believed these were a good idea because it lets us as creators break the normal bounds we imposed on ourselves for the main game, and just create, one of the goals of this project was for us to learn and to have fun, and it didn't seem a good idea to leave you as the customer out of that process. So enjoy our base game, but, even if you don't, I am sure someone will come up with a Bonus level that may surprise you, hell, they surprise us sometimes.
This is another reason we are dedicated to allow full mod support and are going to offer simple tutorials and even hands on help to people who want to mod the game and learn UE4 when we release. We believe people know what's best for their version of fun and if they want to change something, more power to them, if they want to change something and share it with the world, God bless you that's where most of us started and we will be there to help you. You know what's fun for you, why not have the freedom and the help to tweak things how you want, or even overhaul how you want. Modding with Unreal doesn't have to be hard or insane or involve dozens if not hundreds of workarounds for simple things, it can be accessible and easy to use for even the greenest of players.
We can't wait to see what you as the user can come up with on our platform.
So, this week I have been very busy creating some new friends for our protagonist in Breaking Wheel to play with. I have added a whole new cast of enemies, overhauled old ones, and added special abilities and mechanics to add to diversification.
One of my favorite action-platforming games of all time is the original and timeless classic Yoshi's Island. To this day I fondly remember the many strengths this game had. One of the more standout things about it is the insane amount of diversity. In roughly 50 Levels, the game does not once become repetitive. Certain mechanics, and even enemy types, occur only once in the entire game, meaning the developers went through the work of putting these in just so they could be used once and once only. Now, THAT adds to the versatility of a game!
I wanted this kind of variation to be in our game Breaking Wheel. That is why I set out last week to overhaul our existing NPCs, and add a variety of new ones. I wanted them all to feel unique, with their own behaviors and/or special abilities. So, some of them will now carry and utilize a weapon or two, cause earthquakes, stalk you until they explode in your face, attack you with combos, or spray you with paralyzing poisons! Others may be friendly or at least semi-friendly towards the player.
Looking at the picture above, you may be able to deduce which enemy type does what, but if you want to be sure, well, you will have to see for yourself when you get your hands on your own digital copy of Breaking Wheel. When doing so, make sure to check out our IndieGogo campaign at https://www.indiegogo.com/projects/breaking-wheel/x/15100685#/ where you can get Bonus Content for the game at the exact same price!
Part of IMG's design philosophy is that we want our levels to be captivating and engaging for casual and more seasoned players alike...
This week, I have been focused on the more hardcore side of things by designing a particular level that will be part of the game mode of the same name. Dread Fortress is a level that truly deserves its place in the hardcore category of Breaking Wheel. Not only will it demand precision jumps and skillful platforming from players, but the featured level design trope of periodic enemies will require players to do a little bit of timed jumping and problem solving as well.
I hate social Media. How many more do I have to do to get to 140? :P
An Idea, that's how it always starts. Most people do themselves the favor and ignore the pesky buggers. Some of us may not be that strong willed, or maybe too strong willed, or perhaps we are just so stupid we want to scream "Look what i can do!" and watch our world burn. I know which one I fall into though I can't speak for the rest of the idiots working with me. People have asked time and time again "What do you need to be a modder?". We usually answer with perseverance, stubborness, and dedication, the same traits you need to be a game developer, but they are all useless without ideas. What started as a joke about a friend being crazy on coffee has turned into dozens of levels, various mechanics, and a entire bloody game we are preparing for demo as I type this. I would much rather be working on preparing it for demo than writing this crap truth be told, but that's what makes a modder, that's what makes artist, and in both those cases usually starving if they do not try for community outreach etc, so here I sit.