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The Art of WildStar: Characters

The Colt Canyon developer Jonathan Mannshoven talks with game over the upcoming pixel kind Wild West Shooter.

At first glance the upcoming colt canyon is likely to leave a strong impression, to large part thanks to its beautiful pixel art aesthetics and how amazing it promises to act in action if all effects bring his action to life. But based on all that we have seen and heard about the game, Colt Canyon promises so much substance to have style. Develops as a rotten shooter with its stealth elements, several playable characters, large levels, progress mechanics, boss fights and much more, this promises to become a game that could become another indie miracle. In the hope of learning more about it, we recently sent some of our questions about the game to the developer Jonathan Mannshoven. You can read our conversation below.

"In general, I try to give the scary genre a bit more realism Colt Canyon. This game has no magical or crazy science fiction weapons. I do not intend to add things like magic sticks, laser pistols, orbital beams or fourfold miniguns. "

_ Colt Canyon _ has a very characteristic pixel art style that immediately notice - there were certain games that you considered inspiration?

Yes, I had a main inspiration. I remember that I have seen a GIF of a pixel style game, which once used a minimalist beige color palette on Twitter before I even did the first prototype. When I had to decide for an art style Colt Canyon, _ This picture came to my mind again because I remember that the style gave the player a sense of dry sand under the feet and the warm climate of a desert or in my case the Wild-West Canyon environment could emphasize. At that point, I did not know what the game comes from the picture, but later in the development of _colt canyon I have rediscovered it. The game in question is an adventure game called sandsturm from the developer Daniel Linssen.

If you look at it, you immediately recognize the similar color palette. For closer inspection, however, they determine that the two games convey different feelings and use very different visual effects and details. But I can not deny that this picture was a big part of my inspiration, especially for the first prototype version.

How many unlockable characters and weapons are there? Colt Canyon Total?

I do not want to spoil everything, but there will be a large selection of different unlockable and playable characters and companions. Even if I wanted, I could not say anything exactly because I continue to add more weapons and characters Colt Canyon until the day of publication and beyond. The list of ideas is long. Already in the first colt Canyon versions we have shown at events, we already had 50 different weapons. Bows, shotguns, rifles, cannons, revolver and various other weapons. For the publication, I plan to double this number at least and even more if you include secret variations.

Can you talk to us about some of the best or craziest weapons we will use in the game?

Actually, my favorite weapon changes again and again, but at the moment it is the heavy bolt gun. It's just a great feeling to use this powerful rifle with its high dysfunction, to shoot directly through obstacles and hit the enemies behind coverage.

In general, I try to give the scary genre a bit more realism Colt Canyon. This game has no magical or crazy science fiction weapons. I do not intend to add things like magic sticks, laser pistols, orbital beams or fourfold miniguns. However, this does not mean that the game does not see anything that does not fit into the wild-west time. I know where I can pull the border between fun, realism and credibility. The further you move forward in the game, the crazier the weapons, and in the final you can play weapons, which would normally never see them in a wild west.

There will be "experimental" weapons that are probably unrealistic, but still not too crazy. Powerful but also much rare and hopefully just fair and balanced. Some weapons just make too much fun to leave them away. I speak of flame vendors, fully automatic guns, dynamitators, hand-held gatling cannons or explosive cannons. However, the largest part of the weapons in colt canyon are weapons that can actually be used in the 19th century or short thereafter.

"In general, companions can help them as shooters at large shootings by not only focusing on them on them and acting as human shields, but also shoot back."

What a balance makes colt canyon strike between stealth and out-and-out action? What type of stealth gameplay should players expect mechanically?

Colt Canyon will have an advanced enemy ki that reacts to noise and the players' actions. In the early levels of a run or in levels with a lot of grass (in which they can hide) Stealth can be very useful to advance, without having to spend a lot of ammunition, and to prevent large groups of enemies attack them all at once. Of course, if you have the firepower and accuracy or character, you can also decide to fight only and shoot with larger groups of enemies.

The player can choose from different characters than everyone has their own statistics. Some characters may be better suited for stealth actions, others are better suited for shootings. In addition, the right weapon will influence or affect your strategy. You can use bows or other soft weapons to tacit enemies tacitly to enemies, but they need to make sure they switch them out in the vicinity of enemies as soon as possible. Otherwise, they notice that people die around them and examine their allies or even alert. Some enemies are smarter than others and will notice you earlier, you should turn them off first. Another stealth strategy could be to hide in the grass and let the enemies come to them. Just give a shot from your revolver and enemies will come to examine the noise. In this area you can easily remove them before you see them with a melee-takedown.

If you meet opponents who have not discovered you yet, you can add extra harm as soon as they have noticed. However, it will be difficult to add melee damage to most characters, and you have to start shooting without additional damage.

All the different weapons, characters and fines offer many possibilities for different strategies with different degrees of stealth action.

Later in the game, however, the camouflage becomes more difficult because the opponents become more powerful or smarter, especially without upgrades or wrong usage. Earlier or later they are advised in big shootings.

What improvements can players make their characters and weapons?

There will be basic upgrades how to carry more ammunition, find more items, have more health or can use stronger dynamites, but also advanced upgrades that can be useful for certain gaming styles. For example, that you are harder to recognize or certain weapons become more useful or more powerful. Other upgrades are used to balance disadvantages. For example, a particular character may have a slow rechargeability or a small melee damage. This can be done well with the correct upgrade. On the other hand, they can also improve things in which the character is already talented, and suddenly they play a reload and motion god or an almost undetectable assassin.

However, the most interesting upgrade could be the Companion Upgrade.

What can you tell us about the Ki companions and what to add to the game, not only in terms of the moment-to-moment action, but also in view of the fact that they seem upgradeable?

In general, companions can help them as shooters in large shootings by not only focusing on them and acting as human shields, but also actively shooting back. Some companions may have more health than others, but are less talented in shooting. You may want to give you melee weapons like shotgun. Some companions have less health, but are more accurate. Why do not they give you rifles? But every companion can use all weapons that you can wear yourself, and if companions are injured, you can heal them. The more enemies kill a companion, the better he will. Sometimes he even gets an additional health point. Some upgrades are also specific to companions and give them shields, heal or generally make them more talented.

You can also actively commands companions and tell them that they should act at a specific position, and create a distraction in this way. Or you can tell them they should keep their position and then attract the enemies in their position or protect them when they are injured until they find the right objects to heal them. This is especially useful if you have reached your partner. If your partner dies, the game is exactly finished as your death.

"There are no plans for actual competition modes, but I think about having daily runs or online leaderboards."

Are you planning to add competitive modes to the game?

No, there are no plans for actual competition modes, but I think about having daily runs or online leaderboards. Ultimately, Colt Canyon is designed as entertaining single player (and cooperative) experience, in which you learn slowly, to master the game with all its details and underlying rules to save your abducted partner sooner or later.

How big is a typical level in colt canyon, roughly said?

The large and open planes between the boss fights are about 30 times as big as those who fit on the screen at the same time. Some could be smaller, others bigger. If the level would be empty, you do not need more than half a minute to race from the left side to the exit. However, the levels are full of obstacles, falls, enemies and various explorable Canyon gorges, so they will spend a lot more time in each level. During the test, people often spent almost an hour in the run before they reached the end opponent. In fact, I think about reducing some of the levels, as people sometimes spend a lot of time spend, wander around or plunder, rather than advancing.

The randomization of levels is obviously something that the things for the players will keep interesting, but there are other ways to give the game dynamics to his environments?

A barrel consists of three different areas with 3 levels each and a boss level. Each area has its own finest types, objects, color mood and music. The vegetation, obstacles and traps, prisoners and weapons can also vary between the areas.

However, most of the interest of runs is randomization, the wide range of weapons, strategies and new characters that need to be used and unlocked. The many destructible obstacles, bag containers and things like explosive barrels that you can integrate into your strategies are also part of fun.

There will also be random encounters and secret levels in and between levels that keep the game interesting and dynamic, but I do not want to spoil too much.

Watch Colt Canyon In action is pretty fascinating, because of all the effects that the game uses, not only because of its visual aesthetics, but also because of its animations. Can you talk about what's all going behind the scenes to achieve the appearance of the very clear-looking action of the game?

As I have already mentioned, I love to bring my games to life by pushing effects and particles as much as possible. Much of the movement on the screen is not really animated, but uses a mixture of particles and finely tuned drawings of different static sprites in a certain way to produce the illusion of detailed animations. If you combine this with exactly the right amount of post-processing, you will receive a unique and atmospheric style with many details that you can discover yourself with such a minimalist style.

There are graphical effects that you are particularly proud of?

Yes, there are two visual effects that I liked the best. The first are the stubborn debris and blood particles. After a long shooting, you will find rubble and blood everywhere and unlike in many other games, this will not just disappear. If you come back later, you will find that all particles are still on the ground, which makes the level feel a lot of real and the player receives clear visual evidence where he was already and what happened. It also helps with the fight much more effective and the balls feel much more strongly because each shot leaves clearly visible and permanent traces.

A second visual effect I am proud of is the dynamic grass. Not only the dense small grass, but also the interactable high grass and the grain fields. When the player moves by grass, he reacts accordingly. You can hide in the high grass, explosions burn the grass and produce beautiful shock waves that flow through the grass. This is one of the hardware-intensive visual effects, but I am sure that even players with weak computers can enjoy him well.

"The big and open planes between the bum fights will be about 30 times as big as what can suddenly fit on the screen. Some may be smaller, others bigger. "

Can we expect some interesting enemies and bosses in view of the wild-west environment of the game, which turn around this topic?

In any case, some people could even feel that there are something too much wild west in the West Colt Canyon, but I will not censor. There will be slaves, slave holder with whips and other racist people, natives and native villages and of course a whole series of bandits. They will never be forced to be a villain or to do bad things, but of course they can decide themselves, whether and to what extent between lawless and innocent should be distinguished or not.

If you talk about bosses, you can talk more about how the game approaches the design of these encounters and how many we can expect in the game?

At the end of each phase - so all three levels - they enter a boss level. These boss levels are small specialties where you have to fight and defeat a very powerful boss enemy to advance. In contrast to most other enemies, you have to defeat every boss to get to the next level. You should prepare yourself in advance on every boss fight because you can not run away after triggering or look for prey in other parts of the canyon. Some bosses will force you to think about the fight and try new strategies.

At startup you fight against a total of three different bosses, one per stage, with the exception of small boss-like encounters between the levels. Every single one of them will be a real challenge. So do not expect to defeat one of these bosses at your first attempt without preparation.

Would you like to tell us something about the music in the game?

I'm probably not the right person to tell you details about the music, as the music is one of the few things I did not make myself. Colt Canyon The composer Luigi-Maria Rapisarda has created a dozen unique tracks for the game. Every stage and every boss fight has their own music.

By Colt Canyon due to the very dynamic stealth, looting and combat system with alternating phases more relaxed plundering and exploring in contrast to intense, rapid actions in an open environment, the music should react accordingly. So that works, I had to implement dynamic music that changes smoothly between different tracks, so that the music fits on what happens on the screen. I hope that this keeps the music of the game interesting, improving the intensity of the action and the atmosphere when exploring and giving each player to actually being in the game Colt canyon.

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