![]() ![]() I'm not just using these references because they're popular, but simply because I love this art style. So since I like Final Fantasy and Ninja Gaiden, I created similar animations and styles for Lost Soul Aside. YB: Well, I'm a huge fan of Final Fantasy, and people can say that the art style is a lot like a Final Fantasy game, but that's because I like it. "I would like it to become a series if possible, so maybe making Lost Soul Aside 2 and 3."Ī: Does using references help you during development? So I took many references and I tested the game myself to make sure that the game felt right and that the animation was what I would expect an action game to look and feel like. I am an action game player myself, and I have played many action games, Actually, I'm still playing them. YB: In the latest demo, we have replaced the animation and I have to say that it looks a lot better now than in the first trailer. Maybe we will have additional difficulty settings or just implement high-level dungeons in the game to ensure that action game players can also enjoy the game.Ī: You started your game as a solo project, and the level of animation of the first trailer was incredible, even better than many AAA games. ![]() We still have storytelling and exploration, and we want most players to enjoy the narrative, environment, and world, and not just the fighting. It’s been a while since we heard anything about Lost Soul Aside, but it seems that the game is coming along nicely and will also be released on the PlayStation 5. The game is confirmed to be in development for PlayStation 4 and PlayStation 5, though a release window has not been announced. We want people to actually enjoy the story because ours isn't a pure action game. Lost Soul Aside was originally announced as a solo project by developer Yang Bing in 2016, though the team behind it has since expanded. YB: We are currently still changing the difficulty based off of feedback from PlayStation Experience, and maybe we will look at feedback from GDC as well. What level of challenge are you targetting in the final game and how do you achieve a balance? "We still have storytelling and exploration, and we want most players to enjoy the narrative, environment, and world, and not just the fighting."Ī: During PlayStation Experience, Lost Soul Aside's demo had a very high level of difficulty. Since our gameplay is action-based, we are targeting 60 FPS, which means that we will need to optimize the final game to achieve that on a regular PS4 as well. YB: Currently, the demo we have here runs smoothly at 60 FPS on PS4 Pro, but maybe the framerate could be lower on a regular PS4. A: What is the difference between the game running on standard PS4 versus PS4 Pro? Are you targetting 60 frames per second? ![]()
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