![]() ![]() ![]() What followed was rounds of prototyping starting with a normal 52 card deck, then a series of flash prototypes experimenting with different mechanics until we landed on the fundamentals that worked - Energy, Enemy turns and Spells. I am a huge fan of hybrid RPG games such as puzzle quest, so one day the light bulb went off as I asked myself, "why hasn't anyone used solitaire as the basis for an RPG game?" Then, with that thought hanging in my mind, I started thinking about solitaire and how there are a ton of games out there that have added basic mechanics like locking a column, or tapping a card twice to remove it. Use it as a way of learning the engine and diving into it, as well as just doing something silly. ![]() Q: How did the concept for Solitairica come about?ĬLINT: This is going to sound nuts, but when Unreal first announced it would license the engine to everyone a while back, Joe and I joked that we should make a totally badass hyper realistic solitaire game on Unreal. With a compelling premise and lots of promise for future growth, I reached out to Righteous Hammer’s Creative Director Clint Jorgenson and Technical Director Joe Van Zeipel to discover more about the recently-released project’s path from concept to completion. By using a variety of magical items and powerful spells, players are tasked with battling their way through a horde of ever-changing enemies in an attempt to defeat the horrible Emperor Stuck. Well, Righteous Hammer’s Solitairica seeks to answer this question by taking RPG combat and challenging roguelike progression to a fresh new place - the world of solitaire. But with hundreds (if not thousands) of solitaire games and apps already available to consumers, how would a developer go about delivering something fresh that truly differentiates itself from the crowd? While solitaire has been a gaming staple around the world since the mid-18th century, the digital age has brought about the opportunity to experience the classic card game in all-new ways. ![]()
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