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Evan Anthony: “Alternating between two timelines with such different visual designs, mechanics, and stories has been a real brain puzzle for us. This time around we’re putting a lot more time and resources into playtesting and catching problems early.” Our first game, Genesis Noir, released with its fair share of bugs.
We must understand (and preferably help create and document) the game as a whole: from core mechanics to level design to cinematics, and everything in between. Playtesting, bug fixing, incorporating or giving feedback, and keeping an ever-watchful eye out for ludo-narrative dissonance. This is a clip of the Heider-Simmel animation.
link] With the model for the amulet prop completed, Bianca then worked on designs for the three variants of Nisargan magic staffs that will be found in game, as well as the model for a magical, Myrtunan shiv weapon. Bianca wasn't the only modeler working on props this sprint. Want to know more about the role the amulet plays in game?
The only examples of F2P shooters at scale were Korean (Crossfire) and Chinese (Assault Fire/Ni-Zhan), both focused on pay-to-win mechanics. When CoDO development started, there was barely any successful 3D free-to-play shooter in the west and free-to-play design as a whole was fairly unexplored outside of Facebook games.
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