![]() ![]() "Each class has access to upgrades on their classes. Q: What customization options will players have? It’s also a great place for us to set the tone of the Deep Rock Galactic mining company and for player to just have some silly fun." The main gameplay will always be the missions, the cave diving, yes, but we feel it’s important to juxtapose this with a feeling of being home and relatively safe as well as a feeling of being in outer space. But we intend to expand on this part as we move along through Early Access. For now, the main thing to do here is upgrading your character classes and selecting new missions. "The game features a hub called the Space Rig, where you can hang out between missions. Q: A side from cave diving, will there be other forms of gameplay for players? Some mission types might have much more exploration or much more combat, but all the player classes are suited for both, so it should never be a problem." Judging from our own experience and the videos on Youtube, I think we are quite satisfied with how it plays out. But the design goal is something like a 50/50 split between exploring and fighting, where mining materials is seen as part of exploring. We have not added metrics for this, so I can’t tell you for sure. Q: Would you say that players will spend more time exploring, mining materials or fighting? ![]() And of course, the theme of space dwarves digging for gold adds a natural role-playing element which makes for some excellent moments for streamers and the community." The feel of exploring the caves combined with intensity of the battles gives the game a different pacing than your regular shooter. "Judging from the feedback we got from our Closed Alpha community and by watching streamers, new players can expect a quite unique experience where co-op teamwork really matters. Q: While playing your game, what can players expect? Deep Rock Galactic is of course rewarding you for the hard work, but at the same time, you are just one of many dwarves and there is always another miner to replace you, if you start complaining!" So, in a sense, it’s just another work day for you. You are working for Deep Rock Galactic, a very tenacious and bold mining corporation, and you are sent down on specific missions as part of your mining job. "You are just a worker in the mines of Hoxxes IV, a very hostile alien planet filled with all sorts of riches. What is the main objective for the player? During the Early Access / Game Preview time, we’ll look into developing both more mini-bosses and maybe also some really BIG boss monsters." For Update 5, we introduced the Glyphid Dreadnought, which is now also part of the Extermination Missions. "Yes to both, at least for the full version of the game. Will there be large beast encounters, perhaps much like boss battles? The main thing is that we want the enemies to be disgusting, alien and scary." Of course, we have some ideas, and our community of Closed Alpha testers has LOTS of ideas for new enemies. Creating more enemy types is high on our our to-do list. Since then, we have also added Spitballers, Maggots, Lootbugs, and more spider variations - they are called Glyphids in the game. "Back in the pre-alpha builds, we also had some flying jellies (though they got cut again) and a cave leech that will suck you up with its tentacle. You have shown footage of spider encounters, but what are some of the other enemies players will run in to? By having the story to be more like a premise and not a personal story, it makes it possible for us to let people play and show the game without any risk of spoilers." We then elaborated a bit on it to have them working for this intergalactic space mining company and that in turn helped us derive a new game idea. Initially, the story was just about dwarves digging for gold. ![]() "The game is born out of a gamplay idea and the co-op nature makes it much easier for us to focus on the gameplay first and story later. Q: Will it be story and gameplay focused? The first prototype used a Minecraft like approach with a cave-setting and that started spawning lots of ideas for both gameplay and setting." So the idea came up to combine the classic co-op shooter with a procedurally generated level and see what would happen. "We all love co-op games like Left4Dead, but were tired of playing the same static map over and over again. ![]()
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