, the UI has changed four times in the past two years, and one of those never even saw the light of day. information to take on board, so we could reconsider some of the decisions we'd made. Even the negative reactions weren't full blown "we hate this" - they were reasoned complaints that made sense. We knew people would like it, but we were blown away by how positive people were towards it. What have you learned in that time?įirst and foremost how much people wanted this game to be made. You launched in Early Access on Steam in 2015. It sounds pretty simple but a bank vault door is pretty big - you want to make sure it feels weighty as well, like you can't easily destroy it. We've also added tons of door and window types. If you want a bigger scale, you can do that anyway, but it means you don't have to do huge recreations of stuff - you can build 1:1, or slightly bigger or smaller. We've given you the shapes to make objects on a much smaller scale. If you're building something that has a lot of roundness to it, you have to make it quite big when you've only got cubes available to you. How does the difference in Lego brick shapes meaningfully change the experience?
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