The team clearly had great fun expressing each race’s character in their tech design. Every ship in the new Galaxy on Fire 2, however, has been individually purpose-sculpted. Memory restrictions meant that ships were previously made from pre-built ‘modules’ that often looked samey. “The characteristics of the different races, systems, planets, and characters will be better developed, so that the whole universe will have more depth and vitality.”įishlabs has redesigned all of the game’s ships, too. “That is why we work with professional authors,” says Kühl. Where mobile versions were limited to 1,000 dialogue ‘chains’ the iPhone and iPad can support reams of text, including character bios, detailed dialogue, and in-depth descriptions of technology. There’s now no limit to how much dialogue the game can handle, for example. Speaking my languageįor starters, Fishlabs abandoned Java and developed the game using C, a programming language that allows the developer to exploit the full capabilities of Apple’s devices. Although the name and essential plot details are the same, almost everything here has been redesigned from the ground up. Now, with Galaxy on Fire 2 for iPhone and iPad, Fishlabs is hoping to set the bar even higher. Galaxy on Fire and its sequel were among the most ambitious Java games ever made, both winning Pocket Gamer Gold Awards. Galaxy on Fire was originally the brainchild of developer Hans-Christian Kühl who, having worked on previous Fishlabs titles, approached the company’s owners with his idea for an open-world space game. To celebrate, we’re delving into Fishlabs’s extensive developer diaries, and taking a look behind the scenes of this landmark title. Highly anticipated space trader Galaxy on Fire 2 has now launched on the App Store.
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