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Published 1 year, 4 months ago

Games Oculus Published by J. Doe

Behind the Scenes of ‘B-Team,’ Part 1 of 3

B-Team launched on Oculus Quest this week, and to celebrate, Twisted Pixel Games is taking readers behind the scenes of this arcade action-adventure game in a three-part weekly blog series.

B-Team hits the ground running... An important goal for us was to make it feel like the whole B-Team was involved in the action throughout the game, but for a lot of the gameplay it would have been really unwieldy to control multiple characters at the same time, said Mike Henry, Senior Engineer on B-Team. “When we came up with the character switcher, it felt like a natural way of getting the feeling we wanted without making you grow an extra pair of hands.”

Each of these skills reflects something important about the character, whether it’s the scrapped together hover jets of the Engineer or the devastating punches of the Muscle.

We knew right away that we wanted the Leader to be able to call in airstrikes on the radio, and the Muscle to punch people, but the other two took a little more thought, Henry recalled. One of the parts of the Ranger’s concept bio was that he thinks he’s a ninja, so we decided that he’d be good at sneaking through security zones. The Engineer felt a little like a wannabe Iron Man, so we gave him little hand jets that could only get him a few feet off the ground that could lead to some platforming.

Original article

Mar 29, 2020 at 10:08

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