![]() ![]() For me, personally, I've been thinking about how to handle release dates in the future, and I'd like to continue giving estimates, but probably less frequently, and definitely with a more neutral (i.e. Some developers adopt a "when it's done" attitude, which makes sense, but can be frustrating for players in a different way. So it's tough - we need to be optimistic and ambitious to get these things done, and we want to let you know what we're thinking and planning, but it doesn't often line up perfectly. ![]() And then Y has its own unforeseen delays, etc. Game development is so hard to predict, though, and a lot of times it's not one thing, but many things that add up, and X gets delayed long enough that suddenly Y takes priority. That being said, you may wonder why we don't simply take all of this into account when we give our release date estimates and pad them out more? The truth is that when we give our estimates, those are our actual internal estimates, and it may seem hard to believe, but we do pad them out! So those dates are the dates we're genuinely aiming for, with confidence. This was particularly true for cross-play. ![]() Every platform has its own unique way of handling things, so getting everything lined up is tricky. Often, resolving a problem, even if it seems minor, can take days or weeks as people communicate back and forth across different companies, departments, languages, and time zones. So there's a lot to keep track of at any given moment.īeing multiplatform also adds many challenges - not just technical ones (and those are significant, of course), but also communication ones. On top of that, it's a fairly fast-paced and detailed arcade-style game. At it's worst (for online, I mean!), there are four players running around a double-layered level with destructible terrain, liquid simulation, and high interactivity, where nothing in the level can be disabled temporarily, even when it's out of view. I think I've said this before, but it bears repeating that Spelunky 2 is pretty complex for online multiplayer, despite "just" being a 2d platformer. If you're not, just accept my apologies and my gratitude and then feel free to skip to the next section! ːspel2cavelː I wanted to spend a little time explaining why the delays have been so long, for those that are interested. Trust me when I say that we always feel frustrated ourselves when something doesn't work as planned or we're forced to delay a release. We really appreciate that so many players have stuck with us as we worked on online multiplayer. Even after someone dies they become a ghost and can kill you by freezing or tripping you. In Coop, accidentally killing your friends is so common that the best strategy is to split up. Simply wanting to tame a turkey will likely lead to your death as it randomly runs around and jumps into a spike pit or an arrow trap. Even if you get cool items like the teleporter, you'll probably accidentally teleport into a wall and die instantly. Runs are always dependent on the rng of the items of the shopkeeper. Wanting to get back to where you were, you might want to try to speed past the first few stages, however clearing stages has to be slow and meticulous because there are traps around every single corner. This game will crush you in so many ways from getting trampled, poisoned, cursed, blasted, impaled, crushed, or incinerated which end the run instantly, despite Monty's best effort to give the player a sizable health pool, sending you back to the gloriously monotonous theme of the first stage. There are very few I-frames after getting hit, so most mobs can stun-lock you to death regardless of your hp (Do NOT test the armadillo). The mobs are deceptively strong, no matter how used to the controls you get every mob kill, even just bugs or bats is a struggle. The movement is extremely slippery, mobs' hitboxes feel incredibly unforgiving, you very often get soft-locked if you run out of bombs or ropes, the shopkeeper shows no remorse and will start blastin at you if you even so as spit in his general direction. ![]()
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