6/21/2023 0 Comments Monster crown twitterSure, I occasionally dabbled in Super Mario Bros or Duck Hunt while visiting friends, I didn’t own my first Nintendo console until the Switch, and the only Pokémon games I’ve ever played were Pokemon GO! on my phone, and New Pokémon Snap, which is definitely not a creature collector or an RPG. This darker, more mature creature collector has a retail price of $19.99, and will take around 13 hours to complete the main quest, according to HowLongToBeat.ĭespite being of approximately the right age to have had a Nintendo childhood (or at least, Nintendo teenagerhood), I did not grown up in a console kind of home. Monster Crown is another creature-collecting RPG which is heavily influenced by the Pokémon games, and because of this, I might be the absolute worst person to be taking a look at it. And like every other type of game that makes a big impression, there will be many who try to make a game just as good – or better, even – than the original. Even if you’ve never played a single Pokémon game, you can probably identify one or more of it’s signature creatures. Studio Aurum’s Monster Crown will release on Steam Early Access on July 31, 2020.There’s no question about it – Pokémon is a cultural phenomenon. Thanks to Jason for talking to us! This interview has been edited for clarity. Any Early Access funds just multiply the power of those efforts and make for an even better final game. I’m always mentally “attacking” the game and its systems to try and expose flaws or areas for improvement. However, implementation went so well that I’m really happy to say there’ll be a multi-floor dungeon generated in a rogue-like fashion for players to enjoy, multiplying the depth and content of the system. Originally, it was a single-floor dungeon to explore with monster hybrids based on collectible in-game cards. One example is the My Card Collection feature from our Kickstarter campaign. Additional resources can also help flesh out features. Ensuring our monster designs are of the highest possible caliber and variety has always been a huge focus for me. With limited time outside of my full-time job and with very few people able to help out with testing the game, I ended up having to work very closely with the beta players to develop fixes and ensure things were working as they should in all potential situations. For that reason, the start of the beta was really eye-opening and lead to a lot of hard work. I was unable to replicate what a new player, completely unfamiliar with any given system, may do. It seems that no matter what I did, I was subconsciously playing and using features in the “correct” fashion. The hardest part was making systems simple and self-explanatory enough for everyone, even those without genre experience. A lot of people think the bottleneck was the monster designs, with there being such a massive amount of them thanks to our signature crossbreeding system. This is my first serious game development project, and I underestimated the work it would require to finish up Monster Crown‘s massive feature list and world. At the time, the goal was to have the project launch in February 2019, and I honestly felt like the game was about 70 percent done at the time. Jason Walsh, Studio Aurum: The project began in early 2016 with my first monster sprite, and we hit Kickstarter in 2018.
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