![]() ![]() "That has its challenges on lower end hardware so we expect to conduct a fair bit of optimization before hitting console to ensure we hit at least a consistent 30fps."Ĭan you explain a little bit more about the expansive freedom players have in the world of Gyre? Since the environment is dynamically constructed and not designed and baked, we have a fully dynamic lighting model in the game." "We’re still confirmed on PS4 (expecting Xbox as well), but naturally the console process is more arduous than a PC release. Will Gyre be available on other platforms outside of Steam? Sometimes folks forget that and we’re a little apprehensive as to how best to ensure we set the right expectations for fans." "Yes, we’re hoping to enter Early Access, which normally means a game in Alpha or Beta state and an unfinished product. Will Gyre: Maelstrom be releasing to Steam Greenlight as an Early Access title? ![]() So while we’ve had great support on social media for the game, we hoped that would carry over to Greenlight and so far it has." "We believe Steam Early Access is a great way to make that happen while supporting our continued development. Given the breadth and depth of possible options with our dynamically created story and characters, we really want to get the game into the hands of our fans to help us fine tune gameplay." It’s a milestone for us as we prepare for a Steam Early Access release (pending Greenlight acceptance). How do you feel about seeing your game up on Steam? We’re very excited to hear that Gyre is making its way to Steam Greenlight. If we could add to our headcount, we could address our backlog of tasks including a multitude of art assets that go into the city generation at game start." Our current team is outstanding, and we’re hoping to add a few key people in the next few months. As an indie team, resources are always a challenge to the production. "So, we’ve created new animation subsystems that will allow us to create smooth parkour gameplay in a procedural, dynamically constructed environment. The way we wanted to showcase parkour in the game though uncovered some challenges. We’re using Unreal 4 as the core engine and its animation system works very well for certain types of gameplay. There is also parkour gameplay that presented some additional issues. "We knew going into production there was going to be a fair bit of technical R&D on integrating all the procedural systems together and with Toska, our polynarrative engine. Q: We first chatted with you guys about Gyre: Maelstrom at E3 2016, we’re curious to know how the development of the game has come along since then? Read on to learn more about Gyre: Maelstrom and the passionate development team at Evodant Interactive! Thankfully, Evodant Interactive's Dwayne Rudy (creative director/technical lead) agreed to answer a few of our burning questions. Excited about the recent update, we found ourselves curious to know more about both the game and the talented team behind it. Last week, we shared the exciting news that Gyre: Maelstrom by developer Evodant Interactive is now officially up on Steam's Greenlight program. ![]()
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