![]() That means, for example, that we can add floors to buildings and dungeons, or hidden areas that would be impossible to create using other kinds of perspectives.” We are now working on a third-person game: the camera can be controlled, there are 360 degrees of freedom, and there’s verticality in the level design. “The first Oceanhorn was a top-down game and shared the core gameplay with many Action RPGs of the 90s. ![]() When asked about the games that are influencing Oceanhorn 2’s level design, Claudio goes back to the titles he grew up with.
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