Deep Dive: Creating an asynchronous multiplayer in Solium Infernum
In today's edition, we have a deep dive on creating multiplayer in Solium Infernum, a new podcast episode on Unity and the use case for creating in-house tech as an indie, and plenty of news from the likes of Square Enix, Aggro Crab, and more.
How going below the waist with above-the-table gameplay creates complexity in this turn-based strategy game.
Writers make conscious decisions about where their scenes take place because it has a dramatic effect on how the story plays out. During the development of Solium Infernum, this was a question I often brought up with our design team: where does this game take place?
The obvious answer is Hell, of course. But the question wasn’t intended as a narrative design discourse on the game's setting. Instead, I was asking for the team to consider: where do players play a game of Solium Infernum?
On today's podcast, we discuss a few hot topics in game engines: including Unity's bid to rebuilt trust with developers and the case for rolling one's own tech.
The Final Fantasy maker will be 'more selective and focused in the allocation of development resources' moving forward.
The company now hopes to use Kickstarter to fund a third entry in the Deliver Us franchise and rebuild 'brick by brick.'
Little crab, big sales.