해당 게임을 커뮤니티가 Greenlit 하였습니다!

커뮤니티에서 본 게임에 흥미를 내비쳤습니다. Valve에서 개발자에게 해당 게임을 Steam에서 발매할 의사가 있는지 물어보고자 연락을 취하였습니다.

Residue
The Hook
2014년 3월 26일 - The Working Parts

By far the most painful area of development was Nikolai's grappling hook mechanics. As I explained in the last post, I'm a sucker for turning natural motions into gameplay, so rather than going for a classic Worms-style grappling hook I wanted a hook that you actually needed to throw over things and have it attach on the opposite edge. The concept is simple enough and fits Residue well, and people usually go ”wow” when they first see it, but smiles quickly faded as the game started to demand precision and timing. We went overboard in a number of areas leading to an endless spaghetti code that we could never quite untangle ourselves from.

That is until we brought the axe.

In the Final Cut, we have removed some of the more complicated features from Nikolai's grappling shenanigans. It's fine. He won't need them anymore. After all, Residue isn't about the challenge. It's about taking the abilities your character has and using them to find the next piece of the puzzle and find out where the story is going. And so we have adjusted all of our level design so Nikolai has a labyrinth he can navigate with a much more graspable moveset.

In the old version there are four different throw directions – standard, high, far and down. With only a few minor changes to the world layout, we have been able to bring this down to just standard and down. (Nikolai wouldn't really need the ability to drop the hook either, but it comes in real handy in the water so we kept it). The new standard throw reaches slightly farther than the old, but not quite as far as the old ”far” throw.
We have also removed the ability to manually reel in the hook. Now the rope will extend until the hook hits something or Nikolai runs out of rope, and then it will automatically reel back in. Nice and simple. Finally, his ability to swing while hanging from the rope has been greatly reduced. Thanks to these cuts, we have been able to craft a level design where Nikolai's swinging isn't going to kill you over and over, isn't going to get you stuck. It's simply going to take you where you need to go.

Best wishes
Hugo Bille, game director

3개 댓글
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The Working Parts 2014년 5월 8일 오후 2시 28분 
Yes, we'll make sure that everyone who got this before will get in on the improved Steam version as well! /Hugo
gfw2012 2014년 5월 2일 오전 2시 30분 
will shinyloot purchaser get a steam key later?
http://www.shinyloot.com/patrick-scott-patterson-indie-bundle
Chaz 2014년 3월 26일 오후 1시 59분 
I will be looking forward. Thank you.