![]() In Boundless resources are non-uniformly distributed between Worlds and within Worlds. One significant feature that came from player feedback was our creation of Atlases and resource maps. Endless features, balance, iteration, bugs, compatibility, and scalability were all affected by the Early Access player input. ![]() Players would often complain that development was slow, but really they were simply exposed to the reality of game development from prototype to full release. We used this as a process of having player input and feedback across the full development. Boundless was launched into Steam Early Access as a playable prototype after constant requests by players in the game’s community, so the entire game has been created whilst in Early Access. Wow – that’s quite a question, really, because it’s almost impossible to answer this question without saying “everything”. What are some of the main changes you’ve made to the game based on the feedback you’ve received during Early Access? " Keeping a live universe online and fully playable for the entire duration of development was a huge challenge, but ultimately we think it’s helped us make a better game." Shortly prior to the game’s launch last month, we sent across some of our most burning questions about Boundless to Wonderstruck, and their CEO James Austen reverted back with some incredibly insightful and very interesting responses. It’s an ambitious experience that blends elements of MMOs, procedurally generated level design, user generated content, and expansive building mechanics. If you’ve read our review of the game, you know that we really, really liked it. Roughly a month and a half ago, UK based indie development studio Wonderstruck Games celebrated the full launch of their open world sandbox MMO, Boundless.
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