![]() If you want a more in-depth description, read on. Here you can see ants heading in multiple directions on the surface. ![]() We decided that we really wanted to keep this, and that for gameplay to flow smoothly when switching from underground to overground, we needed a to extend this system for the surface. This move to PC prompted the unexpected, but very popular ‘pheromone marker’ mechanic that you can find in the underground demo. However, since January this year we have been developing a PC version of the game and we have found ourselves with more freedom when it comes to control systems. We are still fond of the idea, which was born out of a need to simplify fast-paced strategic play to make the game more enjoyable on tablet computers (which was our original target platform). This framework was quite limited and based on a very linear ‘tug of war’ battle between two colonies. ![]() We actually got quite a number of suggestions from players and we are weaving some of these ideas into our approach.įor those of you who have been following us for some time, you might remember that we had something of a plan for surface mechanics in place. ![]() We announced last month that we were working on the surface control mechanics and that we would be posting more specifically about what we are implementing soon. While John, Matt and Hannah are away showing Empires of the Undergrowth at EGX 2016, I thought I would take a moment to update you all on how the surface control mechanics are coming along (and share some EGX news too).
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