Supergeon wrote:Simon, during development on the other games did you ever have beam battles being decided by button mashing? If you are able to talk about it what methods did/didn't work?
Is the spigot engine the exact same build that G:U ran on? Will the visuals be much better now that it will be on PC?
To elaborate on an earlier post (Brianzilla?) Have you played Godzilla Generations? That game was based on destruction, so that was obviously something that it had to do well. What complications could arise from having such a dynamic destruction system?
Spigot is the proprietary enigine that Pipeworks has been using for all of its games for 10 years. Take a look at the Deadliest Warrior (XBLA, PSN) for a recent example of it in action.
However, I think people should be prepared for visuals somewhat *worse* than G:U. I'm planning to make the best game I can make for the money we raise - but my focus is on great monsters, great combat, and wide appeal. I will almost certainly not be spending $300,000 on city art, or $250,000 on a snazzy Menu system. I also want the game to run great on lots of older systems - so I really have no interest in pushing polygon counts, or per-pixel shaders, or any of that. We'll have great monsters, and fantastic online combat. That is the focus.
As for "button mashing" determining the victor of a beam fight - it's no good. I spoke about it at length during our grappling discussion a week back or so. In short, let me explain the problem:
Button mashing is not a measure of "who can mash the button faster" but rather "who knows to start mashing the button first." This makes it a mechanic in which people who know the game well just dominate everyone else - which means that in most matches one person will just always win every beam fight. This teaches new players "never use beams."
Against the AI, the problems get even worse. The AI can crush you in a mash-speed contest, every time. So we need to specifically town down the mash-rate the AI uses. But this simply sets a bar which determines whether you, as a player, will always beat the AI in a beam fight, or always lose. Neither option is much fun.
Beam fights need to be risky. A skill-based test eliminates that risk, and makes beam-fights very one-sided. That is no good. Thus, beam fights need to be determined in large part by luck.