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Maneater evolutions
Maneater evolutions















We want it to feel ‘just’ grounded enough in reality so as not to break immersion, but wacky enough that you can do some creative and fun stuff with your shark. While you cannot suddenly sprout legs or gain an extra tail, you will be able to automagically change the shape of your teeth, or snout, or grow serrated scales. We’re skirting the line between plausible and ridiculous. Is the evolution system for the shark's body aiming for realism, or can I become some freak Mega Shark or grow legs or take other ridiculous evolutionary paths? At its heart, this system is an “evolution” (heh) of the one we used in Depth with the goal being to provide greater player choice and role play with their character. Rarity inversely scales the equip cost of an evolution, so you can stack more of them on a single part of the shark’s body. These evolutions can be upgraded and have different rarities. It’s not nearly as in-depth as something like Grim Dawn let’s say, but it features stat driven combat and the accumulation of “loot” to augment you character. Obviously, sharks can’t use swords and shields, so our decision was to have “evolutions” instead, which can be “equipped” as you might with traditional RPG gear. Yep, we’re definitely making an ARPG here. Assigning a large number of points in ferocity will allow you to equip more jaw/teeth evolutions, while putting points in endurance will allow you to equip skin/hide evolutions that would increase your survivability. The choices you make in the first system will affect the second. The player could choose, for example, between an evolution that allows the shark to use its tail like a whip to deal area of effect (AOE) damage, or one that causes the shark’s bites to inflict deep bleeding wounds. Evolutions are earned by killing things, and a limited number can be equipped at once. Evolutions are “upgrades” that will give the shark entirely new abilities or provide large stat bonuses. The second choice is which evolutions the player would like to equip. For example, points in ferocity will increase critical damage output. These attributes will affect the overall power level of the shark in different areas. There are five attributes: ferocity, perception, endurance, vitality, and agility. The first is a choice of which “attribute” they put points in. This is where the ARPG elements of Maneater really come into play! There are two progression choices available to the player.

#Maneater evolutions Pc

PC Gamer: How does your shark evolve over time, and what choices are you making? As your notoriety increases, so too does the difficulty of the hunters. Our current roster of “bosses” consists entirely of heavily armed “shark hunters.” The idea is that to attract these hunters you need to cause a certain level of chaos in the world first. There will also be opportunities to spar with local wildlife (alligators, dolphins, jellyfish, other sharks) to gain bonus evolutions that will help you take on more challenging human enemies.

maneater evolutions

Once they escape, players will enter the “open-world” proper and can begin making a name for themselves as a “Maneater.” Activities in the open-world might include wreaking havoc off the coast, knocking people off jet skis, breaking docks, and sinking yachts.

maneater evolutions

We’ve gone back and forth between several themes, but it looks like we’re currently working on the premise that the player spends their “early life” in captivity.

maneater evolutions

If I’m being a little evasive about the details of this, it’s because we’re still deciding how the “early life” phase is going to play out. The player begins life as a young shark and must grow to adulthood by exploring the environment and feeding. However, at the same time, we want to steer clear of any direct comparisons to more traditional “open-world” titles. Yes, Maneater will be an open-world game by design.















Maneater evolutions