![]() ![]() So instead of one portal, now we have different portals that can surprise the player while they are playing.Ī good bit of that comes across in the trailer, which sees Soli altering enemies, or making them disappear completely, and apparently imbuing platforms and items with something that allows them to be moved. change physical aspects of to the character and monsters or making environment elements behave differently. ![]() They thought about how they could revise the portal system and settled on the idea of adding magical qualities to them. When the team realized that the core mechanic of switching portals on and off wasn't satisfying enough, even if it was visually appealing, Craitoiu said they knew it was time for a change. Additionally, the story itself - one of the game's key features and an important part of its conception - was practically nonexistent. The first prototype was linear, and he likened progression to Limbo in how straightforward it was. Thus, the limited sphere extending out from main character Soli was born.įrom there, Craitoiu said every aspect of the game continued to evolve. The early prototype had the sphere extend to the entire screen, which completely altered the environment, but also had the potential to make things pretty confusing for players. However, Craitoiu provided some interesting information about how the core mechanic, the dimension-altering sphere, came from outside the world of gaming:Īt that time I was listening to a UK metal band called Architects, and they have a video clip on Youtube, where they have a huge bubble behind them making a contrast between black and white, and from that moment I knew that we could apply some sphere or portals like that in the game. Craitoiu said Olga, the team's artist, was particularly influenced by games like Ori and the Blind Forest, Hollow Knight, and Limbo, while Craitoiu himself was inspired by the likes of Portal, Braid, Diablo II, and The Swapper. Like all creations, there are some specific inspirations behind Unbound. Instead, they worked on creating a prototype in 2D, and it stuck from there. Originally, the devs were inspired by a few particular things: the idea of the main character using a sphere to manipulate the world and the desire to create a dark tale around that character.Ĭraitoiu said the goal was creating a 3D game - but 3D requires a lot more in the way of resources, which the team couldn't spare at the time. Unbound: Worlds Apart has been in development for several years. So I reached out and asked if the devs would be willing to speak further about the game, its origins, and its evolution over time, and happily, Sergiu Craitoiu, Unbound's designer, responded with a wealth of detail. The trailer, premise, and inspiration behind the game really stood out as something unique to me. I was doing a write-up based on a press release for an upcoming indie game by Romanian developers Alien Pixel Studios called Unbound: Worlds Apart, set to release later this year. ![]() That's what happened to me a few weeks ago. Other times, that one just happens to fall right in front of you. ![]()
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