goglbe.blogg.se

Infinifactory trailer
Infinifactory trailer













So what our plan is, our Early Access is going to be what we would have released if we weren't doing Early Access.

#Infinifactory trailer professional

I feel like launching into Early Access is a little bit more honest with how we really work - we were very serious about releasing things that are of a professional quality, but at the same time, we want people to understand that we do a lot of work after release to make the product better. No-one gave a shit - they'd judged it, and they were done. We actually added some factors in to mitigate the randomness, to fix those problems, but by the time we did, all the reviewers were done with it, and none of them wanted to go back. We got a lot of reviews for Ironclad Tactics at launch, and one of the major things that people complained about was the randomness. It also gives you way more press, and it shields you from crappy reviews. One of them is that you can better respond to what players want, and better make a game that's less about your stupid artistic vision, and more about making something that's an interaction with your fans, so people are actually playing your game. If something is compelling enough, releasing something before it's "finished" is actually quite acceptable, and can actually give you a lot of bonuses. Then we started looking around and decided maybe that people don't value that as much as we thought they did. I was always really - I believe very strongly that was the best way to do it. You do a little bit of prep and testing, and you put a lot of work into it, and then you release it so that people can enjoy it.

infinifactory trailer

A lot of the stuff I released a long time ago was not very good in the scheme of things, but I still only released them after I thought they were ready to go. I think it's a bunch of developers prematurely releasing stuff that should not be released. Why Early Access? This is the first time you're doing an Early Access release, so I'm just wondering why you're going down this route now.īarth: So I've actually never been a fan of Early Access. It's one of the major mechanics that everything else kinda unfolds out of. In SpaceChem, if you tried to stick two atoms together you'd lose, right? So one of the fundamental things in this game is that you can use blocks to push other blocks. One of the big things when it comes to the mechanics, is that blocks can push other blocks. If we just wanted to make a game for the SpaceChem audience, we'd just make SpaceChem 2.

infinifactory trailer

The people who like SpaceChem the most, are still going to like SpaceChem more.

infinifactory trailer

Trying to find that medium has been tricky, because a lot of people like SpaceChem, and the audience for this game is going to be similar to that audience. On the other hand, we want people who like SpaceChem to think, "Well I'm going to like this." On the one hand we don't want to say, "It's just like SpaceChem," because it's not.

infinifactory trailer

I mean, I've been trying to quantify the difference between the two. You built these factories out of conveyor belts, pushing arms, welders, stuff that sticks blocks together, and you build a factory that creates a product. This is basically a 3D version of that, made to not suck. You've still not told me what this game is about! From the single screenshot you've put out, it looks like a 3D representation of what was happening in SpaceChem.īarth: Are you familiar with my older games, like Manufactoid? It's not very good, don't play it.













Infinifactory trailer