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September 21, 2021 at 11:02 pm #4425josephKeymaster
Hello!
Hope you are all well. Just wanted to share some recent updates:
We had a lovely interview on TheGamer where we gabbed about cyberpunk and other goofy stuff. Link: https://www.thegamer.com/mechajammer-interview-cyberpunk-pc/
Faction Overviews
We’ll be featuring some concept art and setting tidbits on Steam detailing the syndicates and gangs you can push around.
First off is techno nerds at Quinton, a syndicate that is not friendly.
More here:
https://store.steampowered.com/news/app/485400/view/5322681655654171530
Kevin’s soundtrack hit the 2 hour mark and is glorious. Thrilled to be making the vehicle for it.
Testing Demo update
New demo available tomorrow — featuring some quality of life improvements from some feedback we’ve gotten and a separate tutorial mode, a la deus ex or something, so you can hit the ground running in the normal game.October is about to get a whole lot of the whole game map for testing, so if you’re averse to spoiling the experience, note that, but we will be hunting some of you down to request your expertise. We have your addresses, so be ready.
SwagHave our last miniature test heading our way, and then we’ll be ready to ship out. We have some various styles, the leading contender is the figurines focused + base, with highlighted spray primer. We also have a printed color test of those. Alternatively we have a couple tests with mini-vignettes around the base and smaller figurines within. These are going to be with colored plastic. We’ll snap some pics and have you lot decide what you like best.
Other printed materials coming next month as well.
UX: aim for the face, easier!
The wounding shot menu was sort of clunky to get to and we’d like to fix that, as popping legs or heads is pretty handy for slowing down combatants physically and mentally.
We’ll be utilizing the benefit of easy to select characters on the screen and just add some nuance to clicking on them, instead of going into a menu in some way every time, this will hopefully encourage more strategy during swarmed attacks as to where to try to execute stopping power vs slowing down.
We did this before in a previous iteration, but the wire-y 3d models made it challenging to get the right body part, so you’d rotate the camera and it was a whole thing. Yuck. Now they are super easy to at-a-glance, the size and shape are more static, and the camera is fixed. You can click on the type of body part you’d like to attack — head, torso, legs, or their weapon, and each will get highlights on hover, with the same varying difficulties added for each one as they have now. Our initial tests were easy and fun, so we think it should be a hit. There’s pun in there for chance to hit or something, please fill that in your head.
As always, hope you’re all safe and well
j&h
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