How we must
make hard cuts to designs and ideas we love. Not only in Peace Quarter, but
also in other projects too. But especially in Peace Quarter. We would love to
fill it with everything we love and thought in the first place.
But, not
everything is usable or even clever to put in your work. It may seem like it is
the best thing ever, but like they say in writing, 'kill your darlings'. It
doesn't necessary mean that the idea is bad, it just, you cannot do everything
even if you like to do. Like, at the moment, our graphic designer is pretty convinced
she will make new model for Harkness and visit Harkness design with new eyes.
But famous ‘kill your darlings’ example is closer than we would like to admit. We
had this idea that Harkness would repair things along the way. He still does,
but at that moment we thought we would introduce three key ways to repair,
fix/build/connect. We had them all figured out. For what you would use them and
how they would affect the surrounding world.
But that
didn't even last for our first tech demo, we took those ideas away and instead
left only repair.
In tech
demo we had our core mechanics displayed. TSUP, MTV and teleports. (And in a note
of tech demo we’re on our way to make a new tech demo, showcasing new Harkness
model and little from the first playable level, Finite Horizon. You can follow
for more news from here or from any of our social media, we tend to be happy we’re
able to do the next tech demo.)
We were happy
with all of the core mechanics we had in the first tech demo. But we decided to
merge some of them together to make it more simpler and hopefully easier for
players to grasp the idea. It’s always hard to start guessing how much too much
or too little, and middle-ground is harder to find that you would think in the
start.
_Rx3 Team
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