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Resumen: Nunca se plantearon pasar el juego a Unreal Engine 5, porque el desarrollo se llevó a cabo durante tres años en Unreal Ungine 4 y cambiar de motor a última hora, hubiera podido generar problemas.Unreal Engine 5
Daymare 1994 Sandcastle has been in development long before Unreal Engine 5 had been announced. We asked Michele is the team thought about switching over to Unreal Engine 5 instead of continuing with the current engine.
To which Michele replied by saying no, and that the team are really close to the finalisation of the project and that it was impossible to move everything top Unreal Engine 5. He continued by saying that it would have been a huge problem and that the game would’ve been broken.
“We of course are really interested in UE5, we’re still working on it for several other projects and it’s pretty stimulating and exciting to start a new production on it. But no, the game is completely on Unreal Engine 4 and we spent three years working on it just making it perfectly fittable for our game so it’s something that we’re considering for sure on our next project.”
Michele mentioned that the team had already pushed for the best they could and that they’re satisfied with the overall results, from both a visual stand point as well as any side of the production.
Resumen: Al ser la acción más frenética y veloz, no tenía sentido implementar de nuevo el sistema de recarga de Daymare: 1998.Ditching The Realistic Reloading System
Comparing to the previous title, we noticed that Daymare 1994 had removed the realistic reloading system to go for a more conventional one. We asked Michele what was decision behind the change.
Michele mentioned that the reason behind that was that the team wanted to have something different from the first game, which was a love letter to classic survival horror games. With Daymare 1994 Sandcastle, they wanted to have a new formula to the game, so they had decided to rework all the mechanics and gameplay, which resulted in the removal of the previous reloading system.
“In this game we just decided to go with something new, an evolution. We went with something unique and original and there was no space for this kind of mechanic because everything is faster and a bit more frenetic. We just focused on new features, and we decided to leave behind something else, like this feature in particular.”
Resumen: Expone que querían ampliar la audiencia del juego (y hacerlo más divertido) y por eso está más enfocado a la acción que Daymare: 1998, pero sin renunciar al survival horror.Making Daymare 1994 Sandcastle More Action-based
The next question we asked Michele was whether the goal for this title to be more focused on action-based as compared to the previous title.
“Just a bit. We wanted to just extend the range of the audience, so the game is still a survival horror game of course. We wanted to have a lot of gore, a lot of scary situations.”
“At the same time we wanted to give something more to the people and make it a bit more fun and open to more fans, action fans. It’s all about balancing everything at the best, and trying to give all the players a really nice and enjoyable experience. It’s not easy, but it seems like with the demo people can already see that it’s working.”
Resumen: A raíz de la demo, mejoraron las mecánicas relativas al Frost Grip, además de las animaciones.Taking Feedback From The Demo
Daymare 1994 Sandcastle had an early demo where players could try out the game back in May and another one last year. We asked Michele if the team had taken note of any particular feedback during the demo period.
Michele mentioned that there were a lot of differences between the two demos, and that the team followed the feedback they got from the first demo.
From the feedback, the team took note on the game’s enemy variations, an update to one of the game’s unique mechanic in the Frost Grip, as well as the animation.
Resumen: El rediseño de la interfaz responde al objetivo de hacer el juego más divertido a los jugadores (una interfaz más simple, fácil de visualizar, entender y navegar), ya que la interfaz de la la precuela era más lenta y difícil de navegar.D.I.D System
With Daymare 1994 Sandcastle, the interface for the game’s D.I.D system has been completely reworked, and is a lot easier to navigate around as compared the one in 1998. We asked Michele how did the team approach this rework to have this big of an improvement, all while keeping the uniqueness.
MIchele mentioned that was part of a new plan to make the game more enjoyable for more people. The D.I.D System in 1998 was also a unique concept, however it was a bit too slow for most people to navigate around.
“It was pretty complicated in some ways. We decided to study the new games released in the last few years, like the resident evil remakes and stuff like that, and we know this and that of course, all the inventory were pretty similar and really simple, easy to navigate, easy to just to view, to understand.”
Michele continued by saying that was the reason why the team had decided to give less space to the visual and original part of the inventory, to opt for a something easier to navigate.
As a creative, Michele said that it’s not easy to leave behind a concept that you love and go for something new and easier. However, at a certain point, you have to make that decision to make the game as best as possible for the players.
Resumen: Intentan fijarse en juegos del género para así ofrecer algo divertido.A Renaissance In Survival Horror Titles
Survival Horror titles are certainly going through a Renaissance, with both smaller and bigger titles getting a lot of hype. We asked Michele how the team felt knowing that there’s this healthy appetite for survival horror games.
“We’re players and survival horror fans before we’re developers. We love to play other games, all games, new games and we think to know where a game can be better or more enjoyable for our tastes is. We just follow this way and try to make something that it’s in our way. Of course, following thesis and answering to our needs as players.”
Michele continued on by saying that they would work on new ideas to be put in the game, which is similar to studying and doing research and development with other games, and mixing those new ideas to something original.
“Of course, that’s more or less the approach we have with the production of new games or our gains in general. It’s important that of course, there is a lot of fans, audience and we are happy to make our way in this genre with our games and try to convince more and more people about the genuinity of our products and titles.”
Resumen: No les fue fácil equilibrar un jugabilidad más suave y mantener a la vez la atmósfera de terror.Balancing A Horror Atmosphere And Smooth Gameplay
One of the hardest parts for developing any Survival Horror game is to have smooth gameplay while keeping the horror atmosphere. We asked Michele how the team accomplished this for Daymare 1994.
Michele mentioned that it isn’t easy to balance everything. They have to take into account on when to have players fight against enemies, and when to scare the players.
“It’s just about pre-production working on all the sequence of the maps, all the flow of the game just making adjustments during the way and is not something that you can or better for us, is not something that you can decide from the beginning to the end and said “okay, this will be the whole game, already pass, or already decided everything” it’s impossible.”
“You have to work on a core design, a core flow and then make little adjustments also playing the game, having the right feelings and putting something new or removing something that can change our aim, or just the things that we want to pass to the people.”
Resumen: Entre las novedades que más destacan de esta precuela, está el Frost Grip, al ser un dispositivo tanto para el combate como para resolver puzzles, la teletransportación de los enemigos (lo que añade dificultad y tensión al combate) y la posibilidad de que sino eliminas rápido los orbes de energía, se fortalezcan enemigos cercanos.Features To Look Forward For Daymare 1994
We asked Michele what features that fans could look forward to Daymare 1994 when the game comes out.
Michele said “Of course, the main features are the Frost Grip. This is a special device with a backpack that the people will use to freeze the enemies, to solve environmental puzzles. You can upgrade it and make it faster, stronger and better to kill several more enemies or more powerful enemies.”
Another feature that fans should look forward to would be that enemies are able to teleport from one point to another, making it impossible to know where an enemy would attack you from.
“Also the fact that there’s these electric energy that can bring back to life new enemies or corpses scattered in the areas or just make other enemies more powerful. It’s these two are probably the most important and unique features that make this game different from others from our point of view. ”
Resumen: Su survival horror favorito era Resident Evil 3, pero actualmente cree que Resident Evil 2 Remake es una obra maestra.Favourite Survival Horror Game
One of the final question we asked Michele was what was his favourite survival horror game growing up.
To which, Michele answered by saying that his favourite was the original Resident Evil 3, as he considered to be the Golden Age of survival horror games. As with current titles, Michele said that the remake of Resident Evil 2 is a masterpiece.
Resumen: Agradece a los jugadores que apuesten por Daymare 1994: Sandcastle, espera que les guste la entrega y apunta a una futura tercera parte.Final Messages
Michele ended off the interview by thanking all the players that are planning on trying out Daymare 1994 Sandcastle, and he hopes that they will enjoy the game. Michele also hinted at a potential third chapter of the Daymare series in the future.
Blanki escribió:Merece la pena este juego que sale pasado mañana? No he jugado al anterior, pero he visto un trailer de este por casualidad y me está tentando, pero las opiniones del primero no podrían ser más dispares...
Blanki escribió:Merece la pena este juego que sale pasado mañana?
Lexicos escribió:@serkenobi hola,sabes si viene en el disco la versión de series X??
Frankkappa escribió:Blanki escribió:Merece la pena este juego que sale pasado mañana?
Me imagino que te refieres a las versiones Ps5 y Ps4, porque la de Xbox no la veo en la store.
evilstrog2 escribió:@Serkenobi la version fisica de xbox se ha retrasado indefinidamente
evilstrog2 escribió:@Serkenobi la version fisica de xbox se ha retrasado indefinidamente
Cyrman16 escribió:evilstrog2 escribió:@Serkenobi la version fisica de xbox se ha retrasado indefinidamente
Eso mismo iba a decir yo.
Ayer fui a recoger el juego que lo tenia en Game reservado y me han dicho que no saben que ha pasado,pero que las copias físicas de xbox no les han llegado...
Mal asunto....
Un saludo
evilstrog2 escribió:Yo hablo con el ceo de meridiem y sabia que no las traian desde hace semanas, pero callado como una p**a. Cada quieren traer menos de xbox (pitufos 2 y terminator en octubre), a eso hay que sumarle lo subidita que esta Invaders Studios que les da igual. Por mi parte de esta gente no pillo mas nada a menos que este a 2 centimos en instantgaming o parecido
evilstrog2 escribió:1- Anunciaron edicion fisica hasta en switch. Microsoft obliga a que si sale algo fisico son minimo X unidades por eso muchas veces pasan de traer o sacar nada porque se las pueden comer (o eso dicen).
2- Esta subidita por el exito del anterior y la buena critica de la demo. Les da igual si pierden "algunas ventas" en fisico y prueba de ello es ver gente en twitter que les pregunta por discord y lanzan balones fuera.
3- Cada vez que le pregunto es la misma respuesta, "no tiene fecha no se nada" y casi siempre es que esta mas cancelado que el Scalebound
neodante1985 escribió:@Serkenobi
No sabía de tantos problemas en algunas ediciones. Yo tengo la física de PS5 y no he tenido problemas más allá de relentizaciones y cosas así igual que los tenía el primero juego. No he avanzado tanto como para llegar a capítulos así...veremos
Serkenobi escribió:evilstrog2 escribió:@Serkenobi la version fisica de xbox se ha retrasado indefinidamenteCyrman16 escribió:evilstrog2 escribió:@Serkenobi la version fisica de xbox se ha retrasado indefinidamente
Eso mismo iba a decir yo.
Ayer fui a recoger el juego que lo tenia en Game reservado y me han dicho que no saben que ha pasado,pero que las copias físicas de xbox no les han llegado...
Mal asunto....
Un saludo
En efecto @evilstrog2 y @Cyrman16 , el lanzamiento de la edición física de Xbox se ha pospuesto de manera indefinida hasta que haya un nuevo anuncio al respecto...
Durante estos días no me había pronunciado @michaelpegaso , @roly82 y @Lexicos , porque estuve recopilando información y esperando a que todas las implicadas (distribuidoras, editora y desarrolladora) tuvieran la oportunidad de pronunciarse y ofrecer alguna explicación o disculpa. Pero no ha sido así...
El resumen de la situación, es el siguiente: tres meses antes del lanzamiento oficial, distribuidoras como Meridiem Games (España) o Funbox Media (Reino Unido) anuncian que distribuirán la edición física de Xbox. Por su parte, tanto Leonardo Interactive (editora) como Invader Studios (desarrolladora), van en la misma línea.
Llega el día del lanzamiento... Y de repente, todas las distribuidoras anuncian repentina y súbitamente, que la edición física de Xbox se ha retrasado hasta nuevo aviso. Sin más, sin ofrecer ninguna explicación. Los usuarios que han reservado la edición coleccionista, reciben un aviso de que se ha cancelado la misma, sin, nuevamente, ofrecer explicación alguna al respecto.
Para redondear la jugada, Invader Studios desoye a aquellos usuarios que directamente le preguntan en sus redes sociales porqué se ha pospuesto el lanzamiento de la edición física de Xbox, al contrario, la siguen promocionando. Por su parte, los diferentes establecimientos siguen aceptando reservas de una edición, que no se sabe cuando saldrá a la venta, ni siquiera, si existe...
Cada uno que saque sus propias conclusiones. Personalmente un servidor no se cree que hasta el mismísimo día del lanzamiento, las distribuidoras no supieran que no podrían vender la edición física de Xbox. Como todo en la vida, hay que seguir un proceso, pautas y plazos, no se puede esperar hasta el día antes para distribuir las copias de Xbox. Las copias primero deben ser enviadas a la central de cada negocio que las oferta y posteriormente, deben distribuirse a cada establecimiento para que estén disponibles el día del lanzamiento. Y eso, no se hace precisamente a última hora, requiere semanas...
En este vídeo explico la situación de manera más detallada:
¡Saludos!
Xbox owners who have been waiting for their physical version of Daymare 1994: Sandcastle will have their prayers answered this Spring. Invader Studios and publisher GS2 Games have announced that the long-delayed physical retail copy of their follow-up to 2019’s Daymare: 1998 will arrive for Xbox Series X and Xbox One on April 9th.
evilstrog2 escribió:Si lo traen en abril
"Buenos dias.... Al final daymare de xbox sale en abril?
9:46 a. m.
eso parece
9:47 a. m.
pero lo traeis vosotros?
9:47 a. m.
si claro
lo llevamos en toda Europa
9:49 a. m.
menos mal"
alalan26 escribió:@Serkenobi Fantástico, acabo de ver tu mención (hacia tiempo no me pasaba) y me he llevado una alegría, muchísimas gracias!
Saludos cordiales.
alalan26 escribió:@Serkenobi yo también las compartiré, seguro que es igual o mejor que el primero, mi el primero me encantó, gracias de nuevo y saludos cordiales!
Serkenobi escribió:Para aligerar la espera de cara al lanzamiento (el cual espero que esta vez, sea definitivo) de Daymare 1994 para Xbox en formato físico, comparto este curioso making of sobre la captura de movimiento realizada por Invader Studios:
Puede contener algún spoiler.
Ya sólo quedan 12 días para el lanzamiento. Me genera más ganas e ilusión que cualquier juego triple A de estos últimos meses.
¡Saludos!
evilstrog2 escribió:La excusa que me ha dado el de meridiem es que el estudio es un desastre y el retraso es por culpa de ellos