In Space Punks chaos is your middle name, says the author of the game in an interview.

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There are four of them, and they are not looking for anything but prey. The protagonists of the sci-fi game Space Punks blow up everything around them and destroy countless hordes of enemies. Fans of dynamic action will get what they need here, – says the author of the game, Michal Kuk, in an interview for Zing.cz.

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Behind the creation of a cooperative shooter with two joysticks is the Krakow branch of the Polish studio Flying Wild Hog. “On the one hand, we wanted to do something relatively small, but on the other hand, we wanted to be true to the dynamic DNA that is typical of Flying Wild Hog,” says Cook, head of the Krakow-based studio.

Flying Wild Hog as a whole is a reboot of the Shadow Warrior shooter or the recent black and white Trek to Yomi from Japan. Space Punks is a game they have been developing for a long time and entered open beta testing in April of this year. In an article about first impressions, a colleague described it as “a comic book-style sci-fi devil, strongly reminiscent of Borderlands.”

In Space Punks you can play as one of four different characters – Duke, Eris, Finn and Bob. Each one has a slightly different style. What if I like to race straight into battle like crazy and fight with whatever weapon I have at hand? Who should I choose and why?

If you are a “space punk” (loosely translated as “space villain”.) struggling to survive in Hoardspace, chaos is your middle name. Each hero is a battle-hardened outcast who is not afraid to immediately rush into battle. Try experimenting with any of them and explore their different ways to destroy things.

When I look at your game, the first thing that comes to mind is “beautiful chaos”. But I think snipers don’t belong here… Is that Space Punks style too?

If some players need a “sniper” experience, we recommend equipping them with the Beam Buster, a very accurate long-range weapon that can shoot multiple enemies at once and deal a lot of damage.

Why did you decide to make a game in this genre, as well as cooperative multiplayer? Your studio portfolio is quite diverse.

When we started thinking about creating Space Punks, we wanted to do something relatively small on the one hand, but still stay true to the dynamic DNA that is typical of Flying Wild Hog. We also wanted to do something different from the usual FPS games. So a shooter with two joysticks was the perfect genre to experiment with. We first looked at games like Helldivers and Alienation, but Space Punks quickly moved on. The biggest change came when we decided to work with Jagex to make Space Punks a game that really worked as a multiplayer service.

The game is currently in open beta testing and is free to play, and players can purchase special packs. Do you plan to expand these features?

Maybe in the future, but probably not this year.

And can you tell if you plan to add new characters?

Yes, we may add more characters in the future.

Can I play Space Punks alone or do I have to be a demigod?

You can easily play Space Punks solo as the game takes into account the number of members in your group and adjusts the difficulty accordingly. But this is unlikely. In most cases, our system will connect you with other players when you go on a mission.

You already said that your goal is not only to make an action or fast-paced game, but also a game for the community. What did you mean?

Since the launch of Early Access, we have always been interested in what our players think of Space Punks. We solicit their feedback on Discord, Twitter and Reddit and combine it with the data we have about the game to make better decisions. We also like to celebrate the accomplishments of our players by mentioning them on these channels.

What community has already sprung up around Space Punks?

From Early Access to Epic’s Open Beta, we’ve focused our efforts on building an inclusive community across all of our channels to ensure we’re serving not only passionate trackers, but also the casual players who started playing from the get-go. . We want everyone to have a great and pompous time!

You also encourage players to report bugs, suggest new ideas, or submit complaints. How has this type of feedback worked for you so far?

This is a great resource for both feedback and error detection. We take this into account when making major changes. We are also working with Jagex to ensure that players are informed which parts of their feedback we are currently reviewing.

Jagex took care of publishing the game. Also worth MMORPG Runescape. How is your collaboration going?

Big. We can focus on game development while Jagex teams handle marketing, community building, data collection and analysis, and game release.

Has the covid pandemic and self-isolation affected you in any way?

Definitely. On the one hand, this taught us to work in a divided team, and on the other hand, we began to miss the daily personal communication.

How has Flying Wild Hog adapted to quarantine? What did you take away from this?

During the lockdown, we wanted to be flexible and adapt to the needs of the team, so we left it up to everyone to choose whether they want to work from home or not. We have found that if we don’t work together in the office, we lose synergy. On the other hand, our team has grown and is close to having some members scattered across different places and countries.

And when can we expect Space Punks on consoles?

We still have plans for a console release, but dates haven’t been confirmed yet, so I don’t want to talk about it anymore.

Source :Indian TV

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