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The first gameplay trailer explains a little of how crazy this game is.“Uberbad, who make the music, come on a Friday when I’m cooking for everyone and we’re all slightly drunk. Small studio like Arkedo can do things like this. We don’t want to make the game and then afterwards go and pick some guy to do the music and say ‘Heh you, illustrate this.’“It can work sometimes, but I’m a chef as well and you don’t make a mayonnaise by putting it all together, you start slowly and then you add this ingredient and when it’s the right temperature you do the next thing. The same thing goes for a game, you do the prototype and then you build the first world and the music guy comes in.“They come in on the Friday, we eat together, we have fun and then rsgaming they say ‘Ok we have a good idea of level one, we’ll see you next week’ and sometimes they come back with music that is better than our concept, and we say ‘The game is not good enough for your music, so come back next week and we’re gonna show you.’ It’s very interesting, the kind of design process you can do with a small team.”Given just how crazy Hell Yeah! is I have to get in one final question before my time in the interview is up: Is Hell Yeah! what he thought it would be when they were starting it, or has it evolved“No, it hasn’t evolved in the slightest. It’s amazing,” he says, sounding completely astonished by his own words, “This is the first time we’ve done it like this and this is exactly the game we wanted it to be. At the start we spent three days making a list of everything we wanted and a chart of how we wanted the runescape player to feel at certain points. Normally, you don’t want to see the list at the end of the game, but we went back and all the ticks are there, usually you have about 20% of them.“This game is exactly as we envisioned it from the start, it’s amazing.”You know what Camille It really is amazing. Hell Yeah! Wrath of the Dead Rabbit is certainly worth keeping an eye on. Developer support for Nintendo's new Wii U will be absolutely key to its success. We know Ubisoft are on-board in a big way as are a host of other studios and publishers to a seemingly, so far at least, lesser degree.While the big three all now have dual-screen setups for their consoles the key difference for Wii U developers is that they know that every Wii U console with have an accompanying GamePad. That's an important factor for them to consider when allocating development resource to secondary screen features.It is likely that there could be a trickle-down effect in that once dual screen features have been developed for the Wii U and it becomes simply a porting exercise to include them on other platforms they may start appearing. The key factor in that though will be how effectively the PS3 and 360 can stream a second channel of video data to an accompanying handheld when they were not, as far as we know, developed with that in mind.

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