![]() ![]() The features will be listed as stretch goals on the Kickstarter page. Depending on what the final amount raised will be, we’re hoping to be able to add some of those features. However, for an indie team a lot of those are out of scope and budget right now. ![]() We have a list of additional desired features we would love to implement – and our focus groups agree. Q: You recently launched a crowdfunding campaign for Gyre: Nova State, what are some of the goals and things you wish to accomplish with this campaign?Ī: We very much want to engage with our fans and offer them the opportunity to get involved early. Finally, the procedural narrative and AI systems are getting some polish to improve the feel of the story. We’re still using Unreal as he game engine but we’re shifting the environmental. ![]() There are also significant changes on the technical side. We are streamlining the dialogue/interaction system, revising the entire skill system to align with the new design and adding combat and stealth features to allow players to explore those styles of play to a greater degree.Ĭrafting is getting an overhaul to improve the dynamic options created during play, to account for advancing the timeline and opening up gameplay into the wild. With the new direction in tech (especially lighting) we’ll be able to implement those into GNS.Īnother major difference is the removal of the base parkour system in favour of a more fun aerial system that we’re working on. We discovered some fantastic techniques for our art production pipeline that directly relate to our specific procedural development but due to technical requirements we didn’t integrate them into Maelstrom. We’re also changing several aspects of the design, including art style. That allows us to introduce the evolved biome as a new experience to players. Instead of one large city we’re having multiple smaller ones, which means opening up the outside world. While we still operate in the same game world, we’re taking the feedback from our focus groups and early adopters and making a lot of changes. Q: How is Gyre: Nova State different from Gyre: Maelstrom, and how is it similar?Ī: GNS is an exciting direction for us. It's gritty and dystopian, a bit like dieselpunk, but the cross between biopunk and steampunk is more appropriate to describe our world. What's bio-steampunk? Our game world is a unique mix of futuristic and steampunk elements with unique toxic effects that have gripped the planet resulting in some very intriguing entities and creatures. So, we sent over a list of questions which the team at Evodant was kind enough to answer.Įxcited about the news regarding Gyre: Nova State? Read on to learn more about the game’s ongoing development!Ī: GNS is a dystopian bio-steampunk, action RPG video game where you are a post-futuristic android forging your own unique story inside a world in conflict. We were also eager to learn more about the game’s crowdfunding campaign and how to help promote it. With so many exciting updates from Evodant, we found ourselves curious as to the changes being made to Gyre in its shift from Maelstrom to Nova State. Some of the things players can look forward to in Gyre: Nova State include design improvements, better narrative integration, upgraded graphics, and an open world with more variation, among other features. To accomplish this, Evodant is working to incorporate the wealth of helpful feedback received from early adopters. They also let us know that a crowdfunding campaign is in the works for Gyre: Nova State in effort to support the game’s growth into the best steampunk/dieselpunk RPG experience possible. Recently, we received word from Evodant that-after a period of beta testing-Gyre: Maelstrom has been transformed into a similar, yet different project known as Gyre: Nova State. While there are many features in Gyre: Maelstrom that help set it apart from other RPGs, one item in particular that captured our attention is the game’s usage of Evodant Interactive’s groundbreaking Toska Engine. ![]() A few notable examples include our first impressions from E3 2016, and our in-depth developer interview with Evodant back in 2017. In the past, we’ve touched upon Gyre: Maelstrom from developer Evodant Interactive. ![]()
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