
This has allowed us to create some exciting combat scenarios where the player has to protect Ailish and Elco from Aklorian warriors hell-bent on getting rid eliminating them. We've been tweaking the artificial intelligence of our monsters to make sure they use different tactics against the heroes, depending on what they are armed with. Using first-person view in combat has also had its own set of challenges. Using the first-person mode is easy - simply pressing one of the trigger buttons allows players to switch their view and start blasting the monsters looking through the eyes of Elco or Ailish. But we wanted to give players the choice, so they are able to choose first person or third person mode when in combat with these characters. It also lets players blast flying monsters floating above, out of the reach of the melee-armed characters. The first-person perspective gives players a chance to see their opponents up close and personal, as well as gives the ability to target any of their opponents' weak spots. Most console RPGs are presented in third-person view throughout the game, but since two of the four heroes of "Sudeki" use ranged weapons, we decided to allow gamers to select which way they want to fight against monsters when controlling Ailish or Elco. The biggest change we've made in the game recently was adding first-person mode for ranged combat. As amusing as our colleague's efforts were, we couldn't see players enjoying the chase that much. Needless to say, the monster in question was re-designed on the spot. The rest of the design team gathered around his TV, laughing hysterically at his efforts.
Sudeki nassaria full#
Just yesterday, one of the designers spent a full half an hour desperately chasing after a fleeing monster that moved a bit too fast, but was vital to kill in order to proceed in the game. Sometimes things don't work quite as planned. This means playing the game again and again, and discussing the merits of each individual attack and block, or the effect and cost of the character advancements. Meanwhile, we designers have now populated our world completely with monsters and non-player characters, and our testers have started playing through the game, testing all possible situations the player can get into.

In a game of this magnitude, attention to detail is extremely important, as going through the huge world of "Sudeki" and making sure the art meets their exacting standards is no small task - it takes many hours simply to run through all the locations, let alone look at all the objects in the game world in any detail, noting down even the smallest mistakes in the artwork. To them, the lighting of each individual room and the look of the rainbow that the player can see in the distant horizon are vitally important. Meanwhile the artists have been working tirelessly, pushing the quality of our levels and characters above and beyond anything you've seen in the screenshots thus far.
