Wednesday, May 22, 2013

2,000 friends! Developer questions, part 3

 As you might've noticed, I'm impressed by numbers. For example, 2,000 people is a lot of people.

And today I spotted that this blog has has over 10,000 page views.

And that our YouTube teaser trailer has been viewed 23,881 times.

That's a lot of people. I'm pretty sure all of them can be me pressing refresh to make sure I haven't posted something stupid.

..23,881 times. And a Spanish re-post has had an additional 50 views.

Wow. Seriously. Wow.

That's more people than I know in real life, and everything.

A entirely-gob-smacked Lauren


1. Are you really all secretly former COH devs?

Jessica 'Nytrinhia/Yoko' Weaver, art director: 

"If I am, then someone forgot to tell me and I have a bunch of backpay that needs rectifying ;).
Actually, all our Officers in the MWM company (most of which who hold developer roles in the project) will be brought to light (some a little more than others) when we get our ducks in a row and launch our Kickstarter.

"There is planned at some point to be a Team page on our refurbished MWM website where ALL of our team leads will get a write-up and let you know a little bit more about who we are."

2. Will the choice between hero/villain be at character creation or after tutorial (or later)?

Tom "Cerulean" Filiaggi, game architecture lead:

"Alignment is a tricky trick, and it has yet to be fully ironed out. But, we do expect a choice at character creation, with alignment being largely dynamic as you go, so it will be possible to "change sides".

"The biggest difficulty in handling alignment is in regards to mission sharing and how alignment progresses. We don't want to limit teaming opportunities."

 3.  What type of travel powers will be available in the game?

Tom "Cerulean" Filiaggi, game architecture (GA) lead: 

"The following is a list of travel powers we are targeting, but please do not take this as comprehensive or all-inclusive. This just gives you an idea of what we are wanting to do: flight, teleportation, extreme jumping, extreme running, tunneling/matter-meld, swinging, crawling, sliding/surfing, gliding - and variations thereof."

Nate "Doctor Tyche" Downes, Technical Director: 

"We've so far tested out Flight, Teleport, and Jumping to conclusion, with others still being worked on.

"We have a huge pile of options to study, to find the right way in which to do them. We don't want swinging, for instance, to just be a re-skinned flight, with the cable going up into nothingness.

"No, we want it more like the old Spiderman 2 game, where you're actually swinging off of the buildings. And that is but one example. We want this to be a very solid experience, where each travel system has its own uniqueness about it."

4. How do you take your coffee?

Jessica 'Nytrinhia/Yoko' Weaver, art director, Missing Worlds Media: 

"Well I like to take out all the coffee and replace it with hot cocoa and whip cream. Caffeine makes me drowsy."

5. Will there be a 'shakes pom-poms' emote? You guys are awesome!

Jessica 'Nytrinhia/Yoko' Weaver, art director: 

"That would certainly be a fun emote to make and have!"

Nate "Doctor Tyche" Downes, technical director: "Well, we do have Pep Rally as one of our artists..."

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