![]() ![]() We wanted to focus on the core EO gameplay that the original three games provide. Fans have been asking for ports of these classic games, and we also wanted to be able to introduce the series to new players who may never have had a chance to play the originals before. ![]() IGN: Why did Atlus specifically choose to focus on the first three games? Was there any consideration of including the Untold games, or elements from those games?ĮO Team: For EO’s first foray onto modern platforms, we wanted to start at the true beginning of the series. However, for anyone who simply wants to focus on exploring the dungeons, or those who prefer to play with a controller or with their finger, you can also set the auto-mapping setting to FULL (which automatically maps the floor and walls), so you can always choose whichever options best suits your personal play style. ![]() Of course, we’ve made it so you can still manually build out a map by tapping the screen with your finger through the optional settings (such as the option to adjust the cursor position, which we added for finger taps). But as a result, we do think we were able to polish the game to the point where you can enjoy an experience very close to the original games by utilizing a stylus. We even extended development a few times to reach a final quality that we would be happy with. In particular, we had to figure out ways to address issues like how sensitive to make the touch detection, what the layout and spacing of the map tools should be, even how to account for the fact that a player’s hand blocks more of the screen than a stylus would. We developed a prototype version early on to check the touchscreen functionality, but after initial review, realized that the mechanics need work and further rounds of adjustments. So we knew we had to figure out ways to get it right on Switch, and that the experience still had to be fun. Of course, the Switch, which includes touchscreen features, is the most compatible hardware in that regard, but as many are aware, the mechanics do differ between the DS and the Switch. So the question of how much we can recreate that mapping experience was definitely the biggest head scratcher during development. And yet, thinking about the future development of the series, transitioning to modern platforms is something we also can’t avoid. Map drawing has always been a core component of the Etrian Odyssey experience, but it was also a system that was originally optimized and specialized for the Nintendo DS. IGN: What was the process of figuring out how to adapt Etrian Odyssey's touchscreen mapping to the Nintendo Switch? Was there a lot of trial and error?Įtrian Odyssey Development Team: Yes, figuring out the mapping controls was certainly the most challenging part of the project, involving a lot of trial and error. ![]()
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