![]() ![]() The screenshot also reminds me a little of a 3D Factorio - have you seen that? Barth: Yeah, I guess that's more of a resource-harvesting game? A lot of people have said, "I love Factorio, I'm going to love this!" This game is nothing like Factorio It's not about resources, in the same way that SpaceChem really wasn't. It's one of the major mechanics that everything else kinda unfolds out of. In SpaceChem, if you tried to stick two atoms together you'd lose, right? So one of the fundamental things in this game is that you can use blocks to push other blocks. One of the big things when it comes to the mechanics, is that blocks can push other blocks. If we just wanted to make a game for the SpaceChem audience, we'd just make SpaceChem 2. The people who like SpaceChem the most, are still going to like SpaceChem more. Trying to find that medium has been tricky, because a lot of people like SpaceChem, and the audience for this game is going to be similar to that audience. On the other hand, we want people who like SpaceChem to think, "Well I'm going to like this." On the one hand we don't want to say, "It's just like SpaceChem," because it's not. I mean, I've been trying to quantify the difference between the two. ![]() You built these factories out of conveyor belts, pushing arms, welders, stuff that sticks blocks together, and you build a factory that creates a product. This is basically a 3D version of that, made to not suck. Barth: Are you familiar with my older games, like Manufactoid? It's not very good, don't play it. You've still not told me what this game is about! From the single screenshot you've put out, it looks like a 3D representation of what was happening in SpaceChem. ![]() In a lot of ways, it's a lot more earnest, it's easier for me and it's going to be better! Video is not our speciality - we make games. They'll pick out exactly what they want to show. "Fuck it, we can do whatever we want! I can make this game if I want to! I have the moral high ground! No-one can say that we're cloning Minecraft." You have YouTubers now who will do that for you! Barth: Yeah! And they're going to do a better job than us, right? I don't know what's cool about this game. We're not even planning to do a trailer anytime around Early Access, because it's just such a pain in the ass. When people are just playing it, they take screenshots of whatever they think is interesting, but when you've made the game, it's really hard because all you see is the content. Barth: Even then, I was like, "I have to get the perfect visual balance and representation of what's going on, and try to hint the right things about the gameplay. I guess with SpaceChem, all the screenshots kinda looked the same. You have to take screenshots, you have to make sure they look good - it's really hard to take attractive screenshots in games. Barth: Yeah, it turns out that it's a pain in the ass to put out information about this stuff. What is Infinifactory about? You've kept details very thin on the ground about the game. I spoke with Barth about Infinifactory, and how he plans to go one better on the block-building genre. With Infinifactory, Barth is essentially looking to build the next generation of Minecraft - a game that, as is widely known, was originally built as a clone of Barth's own game Infiniminer.Īnd Infinifactory is meant as a quasi-sequel to Infiniminer, comprising of what Barth describes as a "next-generation block engine." Wanting to guard your secrets, after watching another game take one of your previous concepts for a $2.5 billion run, doesn't sound all that crazy on the face of it. ![]() "You can get your trailers and screenshots after we launch," Barth laughs. The game is due out in the next couple of months, yet trying to get assets to spruce up this article proved fruitless. Pop over to the website for the studio's latest game Infinifactory and you'll find a single screenshot with minimal information. Zach Barth and his team at Zachtronics don't exactly do the whole game marketing malarkey by the book. ![]()
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