You have different ammo types, and you have control over how you block the goal, and there seems to be an AI element to how the corners work-can you talk about designing those systems? I just played a game and got my arse handed to me-it's a lot more complicated than I thought it would be. The development team have a lot of fun with Axiom Soccer-having to try hard to focus back on development rather than just playing the game all day is a great problem to have. Seeing the fun people have with Rocket League and then the early prototypes of Axiom Soccer inspired me to follow through my hobby projects into a game aimed at a mass audience. Then Rocket League demonstrated otherwise! For whatever reason, this kind of game never seemed to have the most commercial potential, however. I’ve always loved simulated ball games, and made them for my own amusement ever since my early days making video games in the mid-'80s Ball games are at once highly intuitive and have unlimited skill potential, as in real world sports. What inspired the creation of the game for you and your team? On top of the core gameplay differentiators, Axiom Soccer is part of a newer generation of games that has the benefit of understanding, at the concept stage, the huge appeal of watching video games live online, and having knowledge of the potential for spectator interaction via and similar and the role of streamers and celebrities, so there are some unique elements in the game that have been designed in from the start to be ready for that whole new world. Nothing like a bit of extra pressure in front of goal! The goalkeeper mechanic by itself introduces some quite different gameplay, and also allows us to have penalty shootouts to settle tied games. With a crosshair and a firing mechanism in Axiom Soccer, players can also interact with the environment remotely, allowing us to include things like player-controlled goalkeepers.
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