![]() We’ve seen lava pits, snowy mountains, speed boosters, all things we never intended to exist in the game. See how Unity stacks up to the Dustforce Pros! (HINT: Not well)Ī devoted speedrunning community has developed around shaving off every millisecond on each map, and our mapmaking community consistently adds new maps every week that contain gameplay ideas and visual ideas that we never even thought of. Just recently, that same player managed to beat the entire game completely blindfolded. Within 6 hours of its release, a player beat it with a perfect score. Later on, we tried to make a new final level that would be impossibly difficult, as a joke dare for masochistic players. In only a few weeks, players were surpassing our own abilities and discovering advanced techniques that we didn’t even realize existed. HB: We were really impressed by the speed at which the top players developed their skills. There are also lots of opportunities for the player to go off the beaten path and find secret visuals that we left laying around.ĬU: How do you feel about what players have added to the game? User created levels and/or acrobatics you didn’t foresee? After the tutorial, the player is free to explore any direction, and will have to discover and master the techniques required to find and finish the more difficult levels. HB: Almost all of the game is left for the player to figure out. We were also inspired by old hardcore platformers, particularly Mega Man, because we loved that they forced players to get better by improving themselves instead of their characters.ĬU: Approximately how much of the game did you leave for the player to discover? Its movement system was intuitive enough for everyone to pick up, but was filled with intricacies that gave players room to discover new techniques and to master the system. HB: Dustforce was heavily inspired by Super Smash Brothers Melee. Woodley was watching his uncle sweep up leaves one day, and was inspired by the fluidity of its movements and the catharsis of cleaning, and realized it was the perfect aesthetic theme for a game.ĬU: What games inspired Dustforce? Were there any Capcom games that inspired Dustforce? ![]() HB: We wanted to create a game about mastering movement systems and showing off your skill stylishly. We finished it in early 2012, so the whole process took about a year and a half.ĬU: Where did the idea for Dustforce come from? They entered and won a contest with it, winning enough money to work on turning it into a full game, after bringing Matt and Terence aboard. HITBOX TEAM : Lexie and Woodley made a prototype of Dustforce in the summer of 2010. inspired the upcoming PS Vita/PS3/Xbox 360 game, Hitbox Team’s Dustforce Capcom wish list and more…ĬAPCOM UNITY: So how long did you work on Dustforce? Learn how everything from household chores to Super Smash Bros. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |