Mushroom Men’s developer talks about gameplay, stage exploration
Want to know more about Gamecock Media Group and Red Fly Studio’s Mushroom Men (for the Wii and DS)? Developer Ryan Mattson reveals a few more details to their fungi-infested title: about how the art style evolved to the way it is now, how the controls work out, and about level exploration, one of the main features of the game.
Mattson revealed that Red Fly Studios didn’t intend the art style used in the game to turn out a tad nitty-gritty like the way it is now. Thanks to the personal touch of their concept artist, Frank Teran, the sceneries now look a bit darker. Judging by the screens, however, it looks like the changes all turn out to be good.
As for the controls, Red Fly Studios wanted to take out the emphasis of Wiimote waggling from the control interface, with an attack scheme that gives higher incentive to less Wiimote Waggling. How is this done? Mattson explains how:
So while you can waggle, and the character reacts to the waggle, there is much more incentive not to with a system weÂ’re working on which allows attacks to be primed (for increased damage, and combos) before theyÂ’re executed. The attacks become deliberate. Combat, at a higher level, involves more strategy. And weÂ’re having a lot of fun with this right now.
The developer also said that they’re putting more focus towards exploration in the game, with the use of the Scav system. The Scav system, as we have reported in an earlier article, lets players create new kinds of weapons from the items they collect along the way. Of course, one has to explore to find stuff. “It’s a win-win,” Mattson said.
It looks like we’re in for a different ride with Mushroom Men. Stay tuned for more updates!
Check out the Read link for the full interview!
Want to know more about Gamecock Media Group and Red Fly Studio’s Mushroom Men (for the Wii and DS)? Developer Ryan Mattson reveals a few more details to their fungi-infested title: about how the art style evolved to the way it is now, how the controls work out, and about level exploration, one of the main features of the game.
Mattson revealed that Red Fly Studios didn’t intend the art style used in the game to turn out a tad nitty-gritty like the way it is now. Thanks to the personal touch of their concept artist, Frank Teran, the sceneries now look a bit darker. Judging by the screens, however, it looks like the changes all turn out to be good.
As for the controls, Red Fly Studios wanted to take out the emphasis of Wiimote waggling from the control interface, with an attack scheme that gives higher incentive to less Wiimote Waggling. How is this done? Mattson explains how:
So while you can waggle, and the character reacts to the waggle, there is much more incentive not to with a system weÂ’re working on which allows attacks to be primed (for increased damage, and combos) before theyÂ’re executed. The attacks become deliberate. Combat, at a higher level, involves more strategy. And weÂ’re having a lot of fun with this right now.
The developer also said that they’re putting more focus towards exploration in the game, with the use of the Scav system. The Scav system, as we have reported in an earlier article, lets players create new kinds of weapons from the items they collect along the way. Of course, one has to explore to find stuff. “It’s a win-win,” Mattson said.
It looks like we’re in for a different ride with Mushroom Men. Stay tuned for more updates!
Check out the Read link for the full interview!