![]() In fact, it can be listed for a long time, but I would like to highlight Dead Space separately. We were also inspired by shooters like Doom Eternal. What games were you inspired by when working on the game itself and its combat system?Īs we have already mentioned, during development we focused on representatives of the Soulslike genre. ![]() So, hopefully, we managed to cope with this task. And from here the idea was born to introduce restrooms in which you can save, which is also a rather unusual element for first-person games. Thus, we decided to bring melee to the fore in order to make it in the spirit of Soulslike-a genre that we initially focused on, thinking through the basic mechanics of the game. Therefore, it was interesting for us to experiment and otherwise place emphasis on the usual mechanics. Mundfish game design team: From the very beginning, we tried to create a non-standard shooter. Different types of cold weapons also have their own unique charged attacks that consume energy: a powerful circular strike, launching a rotating blade, etc. ![]() At the same time, hand-to-hand combat is an important part of combat with proper pumping, Atomic Heart can be passed almost without using firearms.Each weapon has its own characteristics (damage, attack speed, etc.) that can be improved.Initially, the basic axe is available to the player, and the rest of the blades and clubs can be crafted using recipes. There are several types of edged weapons in Atomic Heart.
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