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Edge - April 2016

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TOP This is a handsome and<br />

polished piece of work for<br />

such a small team. Work<br />

began in earnest with a<br />

core of five people, and<br />

the team hasn’t expanded<br />

beyond ten staff since.<br />

RIGHT The Solus Project<br />

should only be in Early<br />

Access for 90 days – it’s<br />

close to being contentcomplete,<br />

with just a little<br />

fine-tuning required. Teotl<br />

is looking to use telemetry<br />

to help balance the game:<br />

so far, most players are<br />

happy to stick with the<br />

default difficulty setting<br />

TOP De Jong is involved with<br />

almost all aspects of the<br />

game, from the art to the<br />

gameplay design, but he<br />

knows when he needs<br />

assistance. “Story has never<br />

been my strong point,” he<br />

admits, “so we brought<br />

someone in for that. I still<br />

communicate ideas, but<br />

[otherwise] I’m happy to<br />

get it out of my hands.”<br />

ABOVE There’s little in the<br />

way of concept art. “I might<br />

Google some pictures just<br />

to get an idea of feel,”<br />

De Jong explains, “but then<br />

I’ll just go with the flow.”<br />

MAIn The game’s twisting<br />

caverns are a useful source<br />

of water: hold your canteen<br />

underneath any trickles you<br />

see to keep refreshed as<br />

you venture deeper inside<br />

51

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