Players start with a selection of premade robots that they can fight with. The better they do, the higher the chance of getting a rarer part, weapon or cube. Players earn (or can purchase) salvage crates by participating in battles. Progression in the game is ultimately skill based, nothing is locked off to a level 1 player that would be available to a level 100 player or a level 1000 player. How does the game’s progression tree work and keep players invested for the long haul? "As with any competitive PvP game there will be an element of an “optimal meta”, high-end players will gravitate towards robots that prioritize battlefield effectiveness over any aesthetic concerns." I could write an essay on the possibilities but it’s easier to just pick up the game and see! Perhaps you take wheels to get you where you need to be and then add a flak cannon to deal with the pesky aforementioned plasma bomber or you add some nanos to your robot that allow you to heal your tanky team mates. ![]() You could be a plasma bomber, a plane designed to move fast, hit hard with a blanket of plasma explosions and escape to the skies. You could build a large tank with lasers designed to be a frontline brawler, soaking up damage for your team while laying down sustained fire. We expand that beyond the experience users may have had elsewhere by adding categories of “blocks” such as movement types (tank tracks, helicopter blades, mech legs), weapons (plasma cannons, rail guns, tesla blades) and specialist parts called “modules” that gift the players creation with abilities like teleportation or invisibility. What are some of the different combinations of weaponry and functionality that players can create with the editor (examples would be appreciated)? On top of all that are the great customisation options from simple ones like painting your robot block-by-block whatever colour you want up to attaching fearsome masks to taunt your opponents in battle. We then have different categories for movement types, weapons and modules. The editor itself is from a first person camera so anyone familiar with titles like Minecraft will immediately understand how to place and remove blocks. The editor allows players complete creative freedom to design and build whatever they can imagine. ![]() How feature-packed is the editor for the game and how do you make it accessible enough to first time players? Obviously doing this with mechanical constructs is much easier than biological ones and everyone loves battling mechanised weapons of war, thus Robocraft was born. Giving the players the freedom to build whatever they want and a world in which to use it was the primary driving factor for Robocraft. What inspired the concept of the game and building one’s own mechs from scratch?įreejam has always focused on UGC (User Generated Content). Robocraft Infinity exudes a strong MechWarrior-like feel. Robocraft will be making its way to the Xbox One, Xbox One X and PC in the form of Robocraft Infinity. In order to know more about how the game is shaping up we got in touch with Freejame Games’ producer Phil Davidson.
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