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ThreadSpace: Hyperbol Interview - interview|
| (hx) 11:38 AM CEST - Jul,21 2006 |
Firing
Squad has conducted an interview with Jason Fader of
Iocaine Studios talking about
ThreadSpace: Hyperbol, their upcoming action-strategy game with innovative
gameplay, intense combat, and persistent universe. Here's a taster:
FiringSquad: What sort of weapons will be used in the game?
Jason Fader: All of the weapons in the game are fired from the player's
ship. We have them divided into 3 types- offensive, tactical, and defensive,
with over 30 projectiles in total. The offensive projectiles are the easiest to
use. Some of them apply damage when they hit something; others require the user
to activate them to cause a damage effect like exploding or ejecting tiny
projectiles that cause damage. The tactical projectiles need more thought to use
effectively. The Pulse Cannon requires the player to deploy them, and in order
for them to fire, the player must fire a Beacon out and activate it at the
desired location the Pulse Cannons should fire at. When used skillfully, the
damage is devastating. The Fighter Swarm siphons the armor from one object and
sends it to your ship. It's nice for those times when you want to hurt your
opponent and heal yourself at the same time. The Defensive projectiles are
fairly straightforward. Deploying Wall Nodes close to each other will connect
them and provide a nice barrier-like defense. Repulsors plant down and emit a
repulsive field that repels any incoming projectile. It's pretty neat to see how
our testers use the Repulsor. I remember one game where I had every projectile I
fired reflected back at my ship because a tester set up their Repulsors in such
a way to bounce everything back in a parallel trajectory. I was laughing and
crying as I died.
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