This weeks live stream with evolve was pretty interesting. They largely covered aspects of HOW evolve is made, and still being worked on, bringing on a lot of new faces from “behind the scenes” at the office telling us how they do programming, handle art assets, develop the sounds (Which was SUPER interesting btw, loved that segment), how monster concepts are brought to life, and how they evolve from concept to final product.
But, there was one part in particular I thought was super neat and caught my attention.
While @Macman was talking about the development of monsters- He started talking about how difficult it is to actually develop the abilities they use. They were talking about how youll write down an idea for an ability, with all these ideas of “how” itll be used and itll be amazing and fun and whee and then they go make the ability aannndd… It sucks. Its either not as fun as you thought, or difficult to use properly, or isnt balanced, etc. Macman went on to talk about how its not uncommon for only a portion of the “idea” of an ability to remain, and the details change around it to meet all these goals- Become an ability thats fun, and useful, but at the same time balanced for the game, etc.
To demonstrate this point- Macman started talking about kraken, and elaborated that originally krakens Aftershock acted as more of a chain lightning ability. The ability would hit a hunter, and then blast from hunter to hunter, chaining to them if they were close enough. The idea being to be an ability that forced them not to group up. He said this was later removed because test players found it a bit difficult to worry about not just their positioning with the monster, but their positioning with the monster AND their teammates.
Now- IMO, i dont think this argument would hold up very well anymore. I can see why this WOULD have been true, originally- because lets face it, a LOT of “mechanics” at evolves core are NEW to a LOT of people for competitive FPS combat. With so many OTHER new things, this could easily be just icing on the “too much to learn” cake. But now? Coordinated players are doing this. All. The. Time. Youre expected to be mindful of where your team is, AND where the monster is.
But HERE is where is gets interesting. There is a small tid bit I caught, that i could not over look
MACMAN SAID THE CODE FOR THIS CAPABILITY OF AFTERSHOCK IS STILL THERE
And its just turned off.
Mwahahahahaha. I will NOT be surprised if we see this ability of aftershock simply “turned on” should we ever be fortunate enough to see a kraken adaptation. Or maybe im completely off base, and looking too much into a passing comment. Maybe he didnt mean the code is “as there” as I might have thought he meant, in regards to making this a “mechanic” that could “work with” the aftershock we have now.
Just thought some of you might find this interesting If you didnt catch this weeks lives stream, and are interested in HOW evolve is made- seriously, go watch it. it was awesome.