![]() ![]() This is most likely the final public build available before the game is released on Steam. If you want to bring Insatia to your language, please contact us and we'll explain how to make this happen! Currently it's done for the following languages: Portuguese, Italian, Ukrainian. The most important part is that the game can be easily localized to any language now. For example we've added OpenGL rendering backend that allows you to run Insatia even if you weren't able to due to DX9-level graphics hardware. Though there are not many changes to a naked eye on the outside (mainly many of the old bugs have been finally hammered out), on the inside it's a completely different game. The game now runs on all three major platforms: Windows, Mac and Linux. While preparing for the release we made quite a few substantial changes under the hood. It works like a save point - it will hatch new creature for player when he died.Īll three ways used in single campaign (but in demo there is only first of them). Hatched worm became teammate of parent worm (he borns with the same team color).ģ. Layed egg grow to maximum size and keep this stage waiting for player death. Player switched to new hatched baby worm.Ģ. ![]() Egg's mechanic is context related, there are 3 modes that level creator can switch in scripts:ġ. Insatia's grow mechanic not balanced relative clash of different sized creatures: big worm always stronger and quickier than small worm. Eggs is way to little balance it in critical cases.īut reborn downgrade scheme is not a single way for using eggs. ![]() Egg downgrade is balance feature in this case - t o win, each player must go to his strong and weak stage. In splitscreen level "Eggforia" two players compete for who lay more eggs. :) In the level "Genealogy" in single campaign it just a quest. ![]()
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