

It was about a room-based system, and sometimes as a player - and I wasn't the only one - I could be frustrated by not being able to really position my team efficiently. I think what was key in the first one was that it was a top-down game, where you could not exactly tell your team where to go. So, there definitely were a lot of elements we wanted to do.īut I think, in the end, we had to make coherent choices for the first one. And that's why it finally became a full-fledged game. Then we fell in love with the game, and we decided to invest ourselves a bit more in it.

#Gun fight game sprites for free#
We originally wanted to make it for free just a free experience specifically for the players.
#Gun fight game sprites full#
Romain de Waubert: For Dungeon of the Endless, we had a full list of things we were going to do, obviously - and it was just meant to be a fun little game to explain the reasons. Can you talk about what some of those aspects were and how you've implemented them into Endless Dungeon ? I read that there were a lot of things you had wanted to put into Dungeon of the Endless, but it simply wasn't feasible for one reason or the other. I hope you feel that it's in the finished product. To be able to add my own touch to that and work with the team to really come up with the best possible experience has been really, really amazing. Now I'm going into the roguelite genre with the core team that did Dungeon of the Endless, so we're building atop what's come before. The first time I really worked with procedural elements was when I joined Amplitude, with the procedurally-generated maps of Endless Space 2 and Humankind. But it's been really fantastic for me to come onto this production with my knowledge and know-how, in terms of setting up situations, character choices, and breadcrumbing certain stuff. I've always been interested by all genres of games, although I don't necessarily play them all a lot, because there's only 24 hours in a day. I'm only saying that because that also relates to narrative, and in many ways, Hitman is actually played a little like a roguelite, where you do a run and try to accomplish this or that objective. I was a game director, and worked especially on the breadcrumb signature kills that award you opportunities. Before that I did Remember Me, and in between Dontnod and Amplitude, I also that work at IO Interactive, on the new Hitman. Life is Strange was definitely a key release. Jean-Maxime Moris: Well, thank you for digging into my past. This is really what we are looking forward to with the new genre. But I think the feel is definitely close, and a lot of our players easily moved from our 4X games to Dungeon of the Endless.

But working on that one specifically, because it was real-time in some aspects, and yet different from our 4X. I think we could say we learned with all the games, obviously, we make. When you have one game to finish, it's hell - but when we have two games to finish at the same time? I don't know what it is, but it's definitely insane. We developed it at the same time as Endless Legend, so it was a bit crazy. We loved that idea, and we always looked at it as being a roguelite but also a tactical strategic game with all that. In a way, you are defending the dungeon against all the critters living in it, and yet finding a way to escape. And as you have to get out, you have to defend all the rooms from the previous inhabitants. You try to do something the other way around from the previous dungeon crawlers you're not trying to get in, but you have to get out. That's a really weird brainstorm, but we has these ideas of having a team crashing on that new planet, and when you crash you just realize you're in a dungeon. We thought it would be nice to find a cool little way to explain to our players what the links were. We had a few drinks with people in the office and were discussing the games were playing, and we wanted to explain the link between Endless Space and Endless Legend - which was the other game we were creating. 4X is a genre we love, but it is definitely not the only genre we love in strategy.Īctually, the idea of working on the old Dungeon of the Endless was inspired by a dragon knight. We wanted to raise the bar with a bigger focus on art immersion, and to be able to develop these games with the community. Simply because when we created Amplitude, we were big fans of strategy as a whole, and we did identify 4X as being one place where we felt most disappointed by the games we were playing in 2010. It's our daily life.įor my side, I felt it was quite natural.

Romain de Waubert: It is interesting, because for Jean-Max and I, it's always to meet in the middle between the story and game systems.
