![]() Available in two flavours, these packs provide guaranteed access to the game. Those who are happy to throw some cash at Space Punks early, though, can do via the Founders Packs. But when Space Punks leaves early access, a cosmetics-only microtransactions model will be fully implemented. During early access there will be no real-world money used at the in-game store, with transactions purely based on the in-game currency. “As you play through the game, you'll generate a currency or a value that you can swap for an emote, or a dance, or a skin, or something like that,” Bull explains. And the game will support the way you want to choose.”Īs players journey across planets and hone their focus, they’ll be able to gather resources to customise their character. You can focus only on solo play, or being really good in cooperative, or being really good in some other aspects. “Endgame will be divided into many, many different activities. “Destiny is a good reference when it comes to. We want to extend what we have right now, and add new planets, new missions, new activities, and new enemies over the updates.”įlying Wild Hog won’t provide specifics on those new elements for now, but it does have a reference point to help prospective players imagine what’s in store. “We got lots of awesome ideas for planets that might be totally different than you have ever seen in other games. “We want to extend the planets, but also we want to add new planets, totally nuts planets,” Kuk says. ![]() ![]() Part of shaping the game’s future will include adding new locations. We hear it, and we shape the game in a way that the players want it to be.” So it's really important for us that we get this feedback from players. ![]() “We want to start as a live game, and at some point become a living game,” says Kuk. And in time, that will make its way into the game.”īy gradually introducing new modes over early access, Flying Wild Hog will be able to guide Space Punks’ growth and enable it to transition between two different states. “Lots of short-session-type stuff that's super fun and competitive. “We've had some insight into some of the additional modes that the team has been working on and there's so much fun to be had there,” says Simon Bull, executive producer at Jagex. Instead, the pre-v1.0 period will provide a multitude of activities that focus on gameplay. “So we don't want to spoil anything right now with the early access.” As such, the campaign won’t be delivered piecemeal through the early access period. “We want to release the whole package with story, lore, backstory, and everything in one update,” explains Kuk. But Flying Wild Hog promises a full story campaign that will put everything into context. No matter where the camera is.”ĭuring the early access period, missions will drop you head-first into the action, with very little narrative dressing. The sounds, the animations, the particles. “We're just translating this feeling into a top-down view,” he adds. “These three need to be together to have snappy gunplay.” “We referenced our games - Shadow Warrior, Hard Reset - because in them we found this good connection between melee combat, ranged combat, and movement,” explains Michal Kuk, studio head and game director at Flying Wild Hog. That feel derives from the studio’s points of inspiration. A central player hub - Devil’s Gambit - leads to numerous fast and frantic missions that, while being played from isometric perspective, have something of an FPS feel about them. This "NASA-punk" talk was part of an article that announced an exclusive signed Starfield art giveaway that will give Constellation members a chance to win an exclusive high-quality print signed by artist Mike Butkus and game director Todd Howard.But while it may be launching in early access, Space Punks arrives with a fair amount of playable components already in place. At the start of the project, I think that term was critical for us.” It was just the perfect term for our art direction and keeping everyone in same flow and working with a consistent style. “When you said NASA-Punk, the Art team could instantly take those two words and make them work. “What’s really interesting is how much we all latched onto that concept,” added Vicens. You can draw a line from current-day space technology and extrapolate from there into the future so it’s believable and relatable.” "Early on in this project when we were trying to establish the overall aesthetic of this game, we sort of coined the term ‘NASA-Punk’ to describe a sci-fi universe that’s a little more grounded and relatable,” says Pely. Watch artist Mike Butkus create the incredible A Journey Through Space art for Starfield. Pely and lead animator Rick Vicens spoke to Xbox Wire and discussed how this term really took on a life of its own and helped shape what Starfield is today.
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