I said that this week we were going to have a development related update, but I thought that instead it would be more useful to briefly address a few questions that get brought up time and time again. An FAQ, I suppose. These are questions that we get asked a lot and typically answer directly, but haven’t always made a very public response to. So, here we go…
Q. Has anyone ever told you that your game reminds them of the Fifth Element?
A. Yes. Almost everyone says that. Part of the visual inspiration for the game was taken from the aesthetics of the movie, however we drew more inspiration from films like Blade Runner. Collateral’s setting and mechanics are actually inspired by a game from 1994 called Quarantine.
Q. Can you move up and down?
(And on a related note)
Why can I only go a short distance up and down?
A. Yes, you can move up and down. The city of New Bedlam has an energy field we call “The Hovergrid” which powers its vehicles. Vehicles that leave the Hovergrid are forced to return to it in order to remain in flight, meaning that there is an upper and lower limit within which you can drive. Some vehicles are able to remain outside the field, such as The Fuzz (New Bedlam’s police force), but not every vehicle. During development its likely that NPC vehicles will erroneously be able to go above and below this field under certain conditions but that should be fixed as other AI improvements are made.
Q. Is there, or will there be, a campaign?
A. Yes, we are working on the campaign. We don’t want to say too much about it just yet, but it will involve doing missions for the various factions around the city. We’ve talked a bit about the factions before, however we’re working on the lore and history of the city and its inhabitants so we’ll save the updated faction discussion until that’s done. The main plot will still be to escape the city, as we’ve always said, but how you’ll go about that and why is a story we’ll leave for another time.
Q. Can I change the controls?
A. Yes, controls are rebindable. This is limited for the moment, meaning that not all buttons can be bound. This is in part because of how key bindings are being captured, so once we fix that it should be possible to fully rebind controls.
So with that done, how about a little visual reward in the form of a preview of one of our favourite upcoming weapons: Deadtooth Doug.
Doug is a work in progress, but he will sit in his swivel chair strapped to the top of the taxi and spin around to fire at nearby hostile targets. Yes, you can have a guy sitting in an office chair spinning around on top of your taxi with his shotgun. Can you see why we’re looking forward to having this? We’ll talk more about Doug when he’s closer to completion.
That’s all for this week. Thanks for reading. -David