![]() So there is a balance between realism and functionality that we have to be mindful of. Sometimes, if something behaves exactly like it does in the real world, that doesn’t actually make for a fun piece to use in a contraption. Jon: Our focus has been to make sure that the physics are real, but still make for fun puzzles. What are your focuses as you develop the physics engine? GT: Interactions between objects and gravity are at the core of the game. With a floating point physics engine, this is more difficult to achieve, but Kevin has made a lot of changes to make sure it runs the way we want it. It’s also important that they run the same across different computers. ![]() It is very important that your contraptions run the exact same time every time you play them. Jon: A big challenge is to make sure that the game runs deterministically. GT: What has been the most challenging part of developing Contraption Maker so far? Once we pick a category that needs more parts, it’s just a matter of thinking of fun and creative ways to make that happen. You can create fire through a pulling action, by having a ball hit something, etc. For example, we want a bunch of parts relating to fire, and we want them to create that fire in different ways. We want parts that create energy and move it around in different ways. Jeff: We start with big categories before moving to individual parts. Where did you get ideas for which items to include in the game? GT: There are over 100 machine parts available in the game, some more obvious than others. People will be able to join their friends and work on contraptions together. The biggest upcoming feature is cooperative play. Jon: Currently, the game has an entirely new physics engine, there is no size limitation on what you want to create, and we have Steam Workshop integration that lets people share their creations with everyone. GT: What are the biggest differences/improvements between The Incredible Machine and Contraption Maker? It’s also the game that I’m constantly asked if it will ever make a return. Back in the day, it never sold as much as Sierra wanted, so we never really got a chance to improve on the game past one major upgrade. Jeff: The Incredible Machine was always my favorite game that I ever worked on. Contraption maker youtube series#What encouraged you to revive the series now? GT: It’s been 20 years since The Incredible Machine was released. ![]() In the maker lab, you have access to as many parts as you want with no size limitation to make your own puzzles, or just some random creations. Puzzles give you a partially completed contraption and an assortment of parts, and it’s up to you to make it work in the correct way. ![]() The game is split into two modes, puzzles and the maker lab. Use an assortment of objects like bowling balls, teeter totters, conveyor belts, and cats to solve extremely simple tasks in the most complicated way possible. ![]() Jeff: It’s a Rube Goldberg/chain reaction construction set. GT: How would you describe Contraption Maker to someone who has never played The Incredible Machine? I got the chance to chat with designer Jon Tunnel and creative director Jeff Tunnel about the game. Like the previous games, Contraption Maker offers players a toolbox with which to build chain reaction machines that are both needlessly complex and incredibly fun. The game is crafted by the same team behind the original franchise, but offers a modern take on the familiar Rube Goldberg mechanics. Earlier this week, we took a look at the Early Access version of Contraption Maker, the spiritual successor to the Incredible Machine series. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |