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#2311
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My Vita and its real buttons sit in my bag 99% of the time, sadly.
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#2312
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The vita version won't happen any sooner, we are thinking for a future FM version on the vita.
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#2313
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Hey Tato, roughly how many hours will the story run? There are different difficulty settings, right?
Awaiting the release date announcement
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#2314
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Hello Tato
Just registered here to wish you good luck! i'm REALLY proud of fact that you're doing kinda "AAA" project for iOS. I don't mean "AAA" in it's usual way, no. I just wanna say that you're creating big (well, kinda, yep?), serious game with it's own philosophy etc. iOS really need them. Well, any platform need them) hope i'll immerse in FM on my ipad 3 (though only 16 gb i have ) when it'll come out
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#2315
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I asked it before, he said it will be about 15 hours, when you know what to do xD
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#2316
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We already know the release date but we are working out a two parts gameplay video to put the release date on it.
The first gameplay video will come very soon and part two will come in January. It shows some of the many interactions you can do in FM. Part one will be combats, fights, enemies types and bosses interactions. Part two will be exploration, puzzles, riddles and other scenery/environments interactions. And then the final promotional video that shows a bit of everything including characters and cinematics. You will love it.
Last edited by tatoforever; 12-26-2012 at 04:54 PM.. |
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#2317
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Quote:
Different strokes and all that. Last edited by S.I.D. CrAzY; 12-26-2012 at 05:06 PM.. Reason: Submitted before finishing reply |
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#2318
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@JBRUU,
In average 15 hours. It will possibly take you more or less depending how good you are solving complex puzzles/riddles. :P Almost every element of the level design behaves randomly except for progression items (keys, puzzle items, main quests). Enemies spawn in different places and sometimes they don't even spawn at all and it makes the experience very unique every time you start a new game. All elements are serialized, which means that even if some enemies spawns randomly, once you kill it, it won't spawn anymore. But the fact is that sometimes killing foes triggers others foes somewhere else. It's a complex linked random behavior which makes enemies unpredictable. That's only for the spawning part. Their behaviors also are hard to pattern, as their inner states also have some sort randomness which make them hard to predict what they will do. We are also thinking in adding in a future update a mode where everything including key progression elements will be random. For example, you find the master key in the lounge room but the next time you start a new game, that same item will be somewhere else (kind of Arrange mode of RE1). Even the clues that gives you hints where that item can be will be on a different place. But yeah, not for the first version of the game, version 1.1 or an other major update. We also happy to announce continuous support and updates to FM after it releases, in form of extra episodes, characters and other fun stuff. We going to support it for a long time. Last edited by tatoforever; 12-26-2012 at 05:17 PM.. |
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#2319
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Quote:
![]() Our goal is to give iOS players (and specially survival horror fans) a killer iOS game they won't forget. Oh yeah, you'll need about 2.5-2.6GB of free space in your iDevice to play FM. ![]() Warm regards from Psychoz Team! |
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#2320
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Quote:
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