Crashlands 2 is the eagerly anticipated sequel from Butterscotch Shenanigans, creators of the offbeat sci-fi adventure game. Unlike many survival games that can be frustrating and time-consuming, this one offers a breath of fresh air by avoiding common nuisances. In Crashlands 2, players find themselves in a vibrant alien landscape filled with diverse biomes ripe for exploration, resources ready for crafting, and a cast of unusual and sometimes amusing alien creatures to encounter. Despite the survival game-like appearance, Butterscotch Shenanigans intentionally omitted elements like inventory management or hunger mechanics, resulting in what they call a “thrival” game instead of a traditional survival game.
Recently, Game Rant had an engaging conversation with Sam Coster, creative director and co-founder of Butterscotch Shenanigans, about their plans for a complete overhaul of the Crashlands series. Coster provided detailed insights into how almost every feature in Crashlands 2 is a substantial improvement on its earlier version. The game boasts a striking visual transformation, an entirely redesigned combat system, and a more immersive interaction with various creatures. For easier understanding, some parts of the interview were condensed and clarified.
How Crashlands 2 Builds On The Original
“Moving forward, what new elements and aspects does Crashlands 2 bring to the table compared to its previous version? Were there specific features from the original game that you felt deserved more attention or development?
In sequels, creators often stick with the familiar by repeating similar elements or venture into new territory by reinterpreting the essence of a series in fresh systems and dynamics. For instance, The Legend of Zelda evolved into Breath of the Wild, maintaining its unique identity yet offering a distinct departure from earlier installments. Remarkably, it still retains that recognizable gameplay experience.
In crafting Crashlands 2, I aimed to capture the essence of its predecessor – exploring what made the original a classic and seeking ways to expand those qualities for a more immersive experience. The goal was to create a game that resonates with our growing audience, reflecting their evolving tastes while also staying true to our own developmental journey.
In the revamped version, every aspect underwent a total overhaul while maintaining its core elements at a higher level. Base construction serves as an ideal illustration. Previously, you could only construct short walls with no roofs; it was quite minimalistic. However, the transition to an isometric perspective allowed us to introduce greater complexity. Now, players can construct multi-dimensional structures complete with roofs, and this feature also intertwines with crafting and research. As players traverse their environment, they’ll encounter alien companions who can take up residence in their homes.
Essentially, we’ve enhanced the base building feature to perform multiple functions. Initially, we aimed for this, but lacked the necessary abilities or technology. Similarly, we went back to each system within the game and updated them with a similar approach.
Q: What would you say is Crashlands 2’s biggest addition over its predecessor?
To put it another way, each system underwent a significant transformation and was significantly enhanced.
In Crashlands 2, there’s a notable shift in the way the game world is constructed. Previously, we generated the world procedurally and added quest content to specific areas we called outposts. However, in this new version, the entire world has been crafted by hand.
The adjustment significantly alters the dynamics. Previously, we’d often tease that the initial game had a tendency to lean towards exploration rather than purposeful searching. It wasn’t possible to intentionally locate a specific item or reach a particular destination in a systematic manner. Even revealing areas on the map through the fog of war didn’t feel like an exciting discovery as there weren’t many hidden, interesting spots – it was more about procedural generation.
One significant hurdle we faced was transitioning to a top-down isometric perspective and opting to construct the entire universe manually. This choice enabled us to simulate the sensation of authentic alien terrain exploration. Additionally, it provided us with greater flexibility to develop the ecosystem more extensively because we could manage how various elements interacted. As a result, creatures now exhibit predator-prey behavior, hunting and killing one another, while plants and resources display dynamic interactions.
The influence of ecology and user-generated content has significantly expanded across the globe. Essentially, we cherry-picked the most appealing aspects from the initial game, discarded unnecessary elements, and dedicated our efforts solely to enhancing those chosen parts. Given our limited resources, this undertaking proved to be a massive hurdle.
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Was there anything that was taken away from the initial Crashlands experience that was utilized during the next occasion?
The shift in procedural generation seems to emphasize the distinction between aimless wandering and deliberate exploration. Although it may appear as a minor detail, it’s crucial to understand the difference once you delve deeper into it.
In the original version, we aimed to offer diverse gameplay experiences by introducing three distinct weapon categories: axes, swords, and maces. Despite this, the limited input system (only a one-touch control for movement and interaction) didn’t allow for much complexity. Players found it challenging to develop unique playstyles or specialize in ways that felt significant.
One key takeaway from our experience was that to achieve more intricate combat, we needed to ease up on certain constraints. In the upcoming game Crashlands 2, we’ve expanded the functionality by incorporating additional controls and options. Consequently, when you play using a controller or any other input device, it’s no longer just about directing your character and moving forward. Instead, you have an aiming crosshair, varying telegraph sizes, and numerous unique features associated with abilities.
The change in the gameplay results in unique styles for each player. Each of us brothers found ourselves drawn to entirely dissimilar character builds during our gaming sessions. After playing for 24 hours, we’d exchange ideas and exclaim, “I utilized a variety of items, but you all chose something else? That’s quite astonishing!
previously, the difference between weapons wasn’t always apparent, despite our intentions; now, it’s significantly more noticeable, and I can’t wait to discover the creative builds players will devise in this new iteration.
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Question: Is it possible for us to explore further? Could you share a couple of distinct designs that your team created instead?
My preferred choice is the Devoid set. The premise revolves around striking a bargain with an entity from another plane, and as per the agreement, this entity desires sensations. It’s a rather peculiar, amusing, and unconventional notion; however, mechanically speaking, it allows you to convert incoming damage into a buffer that gradually distributes the damage over several seconds instead of taking it all at once. Subsequently, you can utilize this accumulated damage in combination with specific abilities to retaliate against your foes in various ways.
The gameplay is enjoyable due to the large, sluggish hammer you carry, deliberately taking hits for an unusual and peculiar sensation.
In stark contrast to other builds, I found myself drawn to the Slinger set, tailored for ranged combat. Instead of wielding swords or shields, I crafted spears and hurled them with precision. As my character advanced, I developed a skill called Drift, which allowed me to reuse these spears on-the-go. The deeper I delved into this ability, the more efficient it became, transforming me into a spear-firing juggernaut by the endgame. It’s like having a machine gun that shoots spears at breakneck speeds!
Here are only two of them, but I believe there are a total of six unique sets. Each one seems quite distinct from the others.
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Could you tell me about the key principles that guide the design of Crashlands? Is there any aspect that’s crucial for getting it just right?
In my opinion, many players seem to appreciate the combination of humor and unexpected emotional impact found in our game. There’s a lot of whimsical elements, followed by moments that can take your breath away. Initially, we were limited in how much we could explore this dynamic due to constraints on art and writing. However, now we have a dedicated writer, allowing us to further develop and refine these aspects.
In a more simplified and engaging manner:
Crashlands 2 has significantly improved writing in every aspect. It retains the humorous, comedic tone but now incorporates deep, emotional scenes as well. During its Alpha testing, players have shown strong reactions to these dramatic shifts, demonstrating a new depth in the game’s narrative.
In my opinion, one of the enchantments lies in the blend – it possesses a playful quality, yet hides a profoundness that adds contrast. A fundamental aspect we aimed to uphold for the sequel was the essence of being “brimming with appeal.” This factor significantly influenced our decision to adopt the new 2D animation style and isometric perspective, allowing even simple actions like Flux running to stir an emotional reaction or bring a smile to people’s faces.
In the original game, Flux’s equipment was customizable by manipulating a few key components through coding, with only five or six parts like head, torso, and limbs. However, in Crashlands 2, there are now 56 separate pieces, each traditionally animated, allowing for a more intricate mix-and-match system where you can switch out items such as gloves, pants, and so on. It was a complex process, but the joy of watching players interact with these new customization options makes it all worthwhile.
People have burst out laughing at seeing Flux walk for the first time, and the running animation is designed to be a lanky, funny movement. I’m incredibly proud of how we’ve incorporated that endearing quality into every aspect – from the writing, visuals, art, to the overall feel of the game. This has been a significant focus during our development process.
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Question: What are the defining characteristics of Crashlands? If we were to create a Crashlands 4 or 5, what elements would likely remain consistent across all games?
Fundamentally, Crashlands 2 offers a unique mix of wit, exploration, and environmental study. You find yourself on an odd extraterrestrial world, foraging, enduring, and often pondering, “What on earth is going on here?” The ecological aspect comes into play as well—everything influences each other, plants and creatures respond to one another, and you gradually unravel the puzzle of how it all fits together.
In the game Crashlands 2, there’s a strong underlying theme that has emerged – the concept of found family or creating a community within the gaming environment. This is a popular aspect in many role-playing games (RPGs), where companion characters leave lasting impressions. For this sequel, we’ve focused more on enhancing this RPG design element and it seems we will continue to do so in future games as well.
In Crashlands 2, we’ve expanded things significantly. It’s intriguing to ponder about possible future directions. Just like a prism refracts light into various colors, it opens up numerous possibilities for us to explore. There seems to be no boundary to the directions we can take this game.
It was difficult to create a sequel because we had to determine what elements audiences liked and avoid ruining them. We were careful not to eliminate anything that might later turn out to be someone’s favorite aspect. At first, we feared complicating the controls could be an issue, as maybe simplicity was integral to the game. However, during playtesting, we discovered that people wanted a more enhanced Crashlands experience – not necessarily keeping every mechanic the same, but rather enhancing the overall gaming experience.
Creating this sequel feels much like embarking on an adventure similar to playing the game itself. We’ve been moving so swiftly along the way that, in retrospect, it seems something of a whirlwind. During this process, we’ve truly grasped the essence of Crashlands. It’s been quite an exciting journey.
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Discussing the improvement in the ecological aspects from the original game, Crashlands, to its sequel – could you elaborate on that?
As I find myself on an unfamiliar alien planet, the question arises: “What does this experience translate to for me as a player?” Interestingly enough, Crashlands is frequently categorized as a survival game by players. While that’s the general label, there are no conventional survival aspects such as collecting water or repairing equipment in the game. Instead, it feels more like an immersive anthropology simulation. Throughout my journey, I’m consistently encountering peculiar artifacts and trying to decipher their meaning.
In the sequel to Crashlands 2, a notable change is that creatures can engage in combat with one another. While we considered this concept in the first game, managing it proved too complex at the time. However, this new feature introduces numerous creative opportunities. From a design perspective, we can make the creatures more combative since players can now influence them to fight each other by luring them into conflict, allowing them to battle it out, and then reaping the rewards post-conflict.
The conflict between creatures extends beyond direct combat. They also compete for resources, with some animals even destroying things in the process. Consider the peculiar Sluggabuns, which are like a mix of slugs and seals that appear at the start of the game. These creatures have a peculiar habit of biting into objects, sometimes accidentally ingesting explosive fungi. If they survive the explosion but unintentionally harm another Sluggabun in the process, suddenly, they’re engaging in combat with each other. We incorporated a “blame mechanism,” so if a creature is harmed by another, it perceives the action as intentional and retaliates.
As a devoted cinema-goer, it’s captivating to observe how players bring these digital worlds to life through their interpretations. Though the underlying mechanics might appear straightforward from a coding perspective, players assign personalities and motives to even the smallest creatures. For instance, the Ampes – adorable, electric blue badger-like beings that merely stand up and look around – are transformed by players into cunning hunters, stalking their prey with stealth and precision. This emergent gameplay is nothing more than a random behavior, but it imbues these creatures with a sense of life so vivid that it can be downright chilling at times.
In addition, various beings engage with resources in diverse manners. For example, ampes collectively charge energy into stones that players can eventually gather. You can also toss treats to guide these creatures’ movements. There are numerous engaging and interconnected ecological actions that players can observe, influence, and exploit for their benefit—be it for a simpler life or unbridled chaos.
As a die-hard movie fan, unraveling the mysteries was as challenging as navigating through an intricate plot twist, but once we cracked the code, it turned out to be the most exhilarating part of our cinematic journey. Whenever we introduce a fresh character, we can’t help but ponder, “How does this figure into the storyline? Does it influence resources? Does something significant occur when it exits the screen?” It’s this endless labyrinth of potential scenarios that keeps us hooked and fuels our excitement.
Crashlands 2 Isn’t Quite a Survival Game
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A: In your conversation, you pointed out that some folks refer to Crashlands as a survival game. However, it seems like the label might not be entirely accurate. Have you ever thought about incorporating additional survival-related features into the game?
To be honest, the core elements of survival games, such as weapon wear and tear or meticulous inventory management, don’t appeal to us much. In fact, we dislike inventory management in most games, with the possible exception of games like Resident Evil, where it enhances the emotional aspect of gameplay.
In the development of Crashlands, we found that conventional survival mechanics didn’t align. Instead, we sought inspiration elsewhere. For instance, when Valheim was initially launched, we spent considerable time on it. The aspect where you lose all your items upon death may be frustrating, but it also transforms the process of retrieving your belongings into an adventure in its own right. This concept resonated with us, and we pondered: “Can we integrate that level of tension into Crashlands, while maintaining its friendly, inviting design?
Within our team, we casually refer to the game Crashlands as a “thrival” game instead of a survival game. It’s less about battling to stay alive and more about showcasing your awesomeness. You’re not merely surviving in space; you’re flourishing there. While we haven’t officially coined this term, it accurately reflects our perspective on the game. It’s a game that encourages you to capitalize on your strengths rather than focusing on your weaknesses.
In a strategic manner, we incorporate specific survival aspects to generate suspenseful and exhilarating moments. For instance, in the standard mode of our game, when you die, you lose half your equipment. However, since Crashlands offers an infinite inventory, this can result in absurd scenarios—if you’ve been playing for two hours and perish, you could drop 4,000 items. It’s amusing, but you can always retrace your steps to collect them.
As the challenge level grows, the system intensifies, giving the impression of imminent danger becoming more palpable. Essentially, it’s a matter of strategically employing survival elements to heighten the adventure without overwhelming players with excessive management tasks.
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What resonates with me, and probably others who appreciate the cycle of advancement in survival games – cutting down trees, constructing a shelter, upgrading equipment – is appealing. However, what I’m not keen on is fretting over running out of inventory space for something as insignificant as a twig.
Absolutely, our focus has shifted towards a blend of action RPG and survival game elements. The elements that make survival games enjoyable for me are primarily the opportunity for extensive world exploration, resource gathering, and even building a personal shelter. The essence of creativity is what drives this entire experience.
Q: Previously, you brought up the topic of base building receiving updates. Could you discuss the ways in which it has grown or developed further?
Initially, the structure only had short walls resembling knee-high barriers. Moreover, it didn’t have a clear function beyond providing a floor for a station. Some players would pick up the floor and the station, roam around, then place them down whenever they wished. It was essentially a movable base without a sense of belonging or permanence. To encourage base building among players like myself, who are known as “murder hobos” in RPG terms, we sought methods to motivate construction activities, even for those who prefer roaming and causing chaos. How can you entice such individuals to establish a permanent base?
minute and build out a space, but in a way that’s enjoyable and not just tedious?
In Crashlands 2, I found myself acquiring crafting recipes differently compared to the original game. Instead of obtaining them solely through quests, as was the case due to limited control mechanisms, these recipes are primarily gained by researching with your alien friends – companions you encounter who each have their unique stories. These friends could essentially become a part of your in-game life. By offering them suitable amenities, whether within their rooms or throughout the design of your base, they’ll enhance their abilities, such as speeding up their research and unlocking new items more quickly.
When we implemented a flexible design approach (allowing for guidance such as “make it grand” or “make it appealing”), players found they could customize their creations freely. Not once did we receive complaints about it being overwhelming. Instead, it turned out to be more like, “I will create this based on my playstyle, and I can decide the level of effort I wish to invest.
We’ve been considering a substantial issue: finding a balance between making base building engaging and rewarding without overwhelming action-focused players. I believe we’ve done a good job of striking that balance. Moreover, a remarkable technical accomplishment has been made – the inclusion of roofs in our design.
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A: Could you tell me about the method you used when developing the characters and missions for players? How has this process evolved from the initial game?
In the original game, there wasn’t much focus on longer story arcs because it didn’t have a feature like companions (characters who live with you). Instead, we had the main quest line along with numerous random side quests. However, in Crashlands 2, there’s been significant effort put into developing more intriguing relationships with these companions and the main story arc. While I can’t reveal anything about the main story yet, I am eager to see how players react to it. Moreover, we haven’t forgotten the fun, unexpected quests that were popular in the first game – moments where you ask yourself, “What’s going on here?
In one of the initial stages, upon entering a town, you may come across two individuals debating over the correct method to fold a leaf. They might say something like, “Should we do it this way or that way?” The game gives you an option to side with either of them in their dispute, which could lead you to perform actions such as gently tapping or dancing with the leaves. This peculiar activity lasts for about four to five minutes. Due to the advanced quest mechanics we’ve developed, there are numerous instances like this where you know that the experience is unusual and memorable.
We focused significantly on creating something unique – a method for generating a large amount of original content in the game, ensuring each experience feels fresh and innovative. This approach is sustained consistently, rather than relying on isolated connections that tend to fade after the initial level. In Crashlands 2, there’s always something new popping up, which has been a significant accomplishment for us, considering both the technical complexity and scale involved.
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A: Absolutely! While I can’t divulge all the details about the main narrative, let me share with you the type of tale we aim to spin in Crashlands 2. We want to create a captivating journey filled with humor, heart, and adventure. Expect a richly-crafted world brimming with intriguing characters, exciting quests, and engaging puzzles that will keep you hooked from start to finish!
It seems like a significant factor was kicking off in December 2020, and we were primarily focused on re-exploring the initial thematic storyline. The first game depicted being thrust into a challenging predicament and making every effort to complete your tasks amidst it all. There was quite a bit of corporate drama woven into that narrative.
In creating Crashlands 2, our aim was to shift from the notion that strength is solely derived from solitude towards emphasizing themes of connection and community—the empowerment that arises from truly understanding your neighbors and investing time with them. Although key themes such as satirizing corporate bureaucracy and capitalism persist, their presentation takes on a fresh form. In this narrative, you remain a potent hero, yet you also cultivate and depend on relationships with characters who have personal stakes in the situation at hand.
In our story, we often find humor in bureaucracy, yet it’s not solely about the player being a hero. It’s a journey aimed at fostering connections, perhaps even self-discovery leading to wholeness. While many can engage in battles and bear lifelong wounds, can you navigate through hardships and emerge with more—more friendships, more resilience, more self-awareness?
For individuals who have battled cancer and emerged victorious, the concept of post-traumatic growth is deeply ingrained within us. It’s not merely about surviving; it’s about transforming, discovering fresh aspects of oneself, and evolving into a more authentic version of oneself than before. I believe we strive to infuse this essence into our actions, and it consistently manifests itself in diverse forms.
It’s fascinating to consider a different angle. Many video games portray their heroes as going through immense suffering, ending up damaged. However, from my personal experience, adversity can lead to growth and improvement instead of deterioration.
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The challenge serves as a means to reshape oneself. We aim to incorporate this concept into our approach, which is fundamentally about growth rather than mere existence. This is the essence of our thriving philosophy.
Previously, we touched on the influence of certain action RPGs on Crashlands. Could you please elaborate on how this influenced the way you designed the loot and equipment system in your game?
My interpretation: It appears that the primary reason for many changes was shifting the main control system to accommodate more intricate battle dynamics and achieve our initial objectives more effectively. A notable enhancement was the introduction of a dodge mechanic, which significantly increased combat engagement. Furthermore, players are now required to make decisions and follow through with actions, inspired by games such as Elden Ring or Dark Souls.
In regards to that type of battle, it seems to have struck a chord with Crashlands 2, particularly the concept of a temporary pause or halt.
you’d reach a new location, craft the same armor or weapon, just slightly improved. Introducing random elements, such as rolls, was enjoyable but ultimately served as a temporary fix for our inability to create a more integrated system.
In Crashlands 2, our primary goal was to enhance the individuality and durability of the gear. We extended the lifespan of weapons before they required upgrading, and each weapon offers a distinct feel. Altering your playstyle presents a noticeable difference among the diverse arsenal of weapons. Gadgets and trinkets remain essential elements, but each one provides a unique gaming experience. As you customize your gear, it becomes uniquely yours, which is what I believe makes action RPGs enjoyable. For instance, in Diablo 4, acquiring loot is thrilling, but the real excitement comes from achieving the perfect harmony with your character build. This is why players embark on loot runs.
In my experience with Crashlands 2 development, we opted against overly stressing about the minutiae of randomization in gear distribution. Instead, we dedicated our efforts towards crafting an exceptionally rewarding build system. To our delight, this strategy proved successful and didn’t require us to incorporate additional randomization elements, which was a pleasant surprise indeed.
A: Did you refer to ‘re-speccing’? Is this a strict system where you select a specific character class or does your equipment decide it for you as you progress?
The system is centered around various equipment. The primary benefit lies in its adaptability – each item adds an element of excitement. Even if I consistently play the same way, the thrill of unearthing a fresh accessory or device sparks curiosity, such as “Perhaps it’s time to give those knuckles a try.” The aim is to make every piece of equipment engaging enough that players are motivated to switch them out whenever they find something new, or experiment with incorporating the new item into their playstyle for a while to see how enjoyable it can be.
I’m fond of rigid class systems and their organizational style, but the appealing aspect of this more casual approach, where everything hinges on gear, is its adaptability. Each crafted item becomes significant, making you eager to discover and accumulate them all, in case there’s something exciting you might be overlooking. Plus, if you wish to alter your gameplay style, it’s as easy as exchanging your equipment and fine-tuning it into your strategy. We’ve found this change quite enjoyable.
Designing Crashlands 2’s Unique Creatures
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Returning to the unique ecosystem of Crashlands 2, is there any distinctive creature that stands out or happens to be your favorite among them?
As a movie reviewer diving into the captivating world of Crashlands 2, let me share an exciting revelation: one of my favorite aspects of this sequel is the intricate development of the creatures. In the first installment, they were quite straightforward, with only one or two attacks depending on their size – think a colossal Wompit compared to its smaller counterpart. But in Crashlands 2, we’ve taken it to a whole new level!
Now, there are distinct adult, standard, and even adorable baby creatures roaming around. To make combat more engaging, the larger ones have unique moves that set them apart from their smaller counterparts. So buckle up for a creature-filled adventure with depth and variety!
Among my preferred levels in terms of its strange atmosphere, I’d highlight the second stage of the game, characterized by an eerie desert ambiance. Within this desolate landscape, you’ll encounter peculiar creatures known as “shmoos,” resembling a hybrid between hammerhead sharks and tree frogs with bat wings. What makes them particularly interesting is that when a shmoo’s health drops, it splits into multiple smaller ones! This unexpected, unsettling event can leave you questioning, “What on earth is going on?” The experience is both terrifyingly thrilling and entertaining.
We’ve ensured that every creature possesses a distinctive quirk of its own, aiming to provide each player with a unique companion they can genuinely bond with and consider as their loyal pet!
Question: Could you explain how you conceive an idea like a shmoo? What’s the creative journey that results in “introducing a hammerhead tree frog bat, by the way, it’s called a shmoo.”
In designing creatures for a game at its onset, we aim to consider the overall context and environment where the player will interact. Initially, we ponder over what would be an ideal starting point for the player – something that appears harmless and isn’t likely to kill instantly. This helps us establish a sense of familiarity and safety. Subsequently, we explore other creatures sharing similar characteristics, such as being soft or bizarre, but not overly cliché. The creatures should align with the game’s overall tone while remaining appealing to players. Additionally, we strive to avoid designing creatures that are too grotesque, as this may lead to player aversion. Instead, we aim for an approachable design.
When we focus on an idea, we temporarily step away to brainstorm and return with ideas visualized as sketches. It’s essential to consider the situation at hand. To illustrate, when designing a game, we recognized that players might become accustomed to certain creatures by mid-game – such as those spitting things, charging, biting, or shooting acid. Instead of following the predictable route, we aimed to create an unexpected experience. We posed the question, “How can we surprise the player?” and then generated an unusual creature concept, which we called the shmoos.
Approximately 90% of it involves finding ways to maintain the player’s interest and provoke thoughts like, “This is something new and exciting!
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It appears that you’re employing a design approach from the ground up, focusing on constructing an environment or scenario tailored specifically for the player’s experience.
As I delved into this captivating video game, I was struck by an unusual complexity: crafting such a game isn’t merely about creating a weapon. It’s about constructing a weapon using components sourced from creatures inhabiting this particular environment, which subsist on specific food sources. Quite the intricate puzzle, indeed!
To set up equipment for a specific level of content, we need to take several preparatory steps first: sketching the landscape, establishing resources within it, designing the wildlife that interacts with those resources, and determining what loot these creatures will drop. It’s crucial to consider how everything connects and integrates, as the process is more intricate than one might initially assume.
This project required us to develop various new tools due to the system’s increased complexity. We needed to visualize the pathway of all content and grasp how players would interact with it. This insight guided our decisions about when specific gear should be accessible. It’s quite a challenge, coordinating everything in a unified manner.
How did you alter the visual aspects and camera angles for Crashlands 2? Can you describe your strategy for enhancing the graphics in Crashlands 2?
A: I’ve been creating art for video games since the start, and our latest release, Levelhead, in April 2020, was an interesting experience. The players who played it enjoyed it, and from a financial perspective, it was successful as we recouped our costs and secured further deals. However, it didn’t quite achieve the level of independent success we were aiming for. During development, particularly feedback from businesses and platforms, often centered around the art. While not intended to be condescending, such comments like, “This has a retro feel,” seemed somewhat dismissive. It made me understand that our efforts weren’t fully appreciated as intended.
Following the release of Levelhead, I experienced a prolonged period of frustration lasting around half a year. Simultaneously, we were developing post-launch content for Levelhead. During this time, I decided to acquire new abilities. I transitioned from working with vector tools like Inkscape to Clip Studio Paint and Spine. I embarked on learning animation as it was not a skill I had much experience with before. This endeavor stemmed from a desire to be recognized, as I didn’t want our game to be overlooked or dismissed based on its appearance. Instead, I wanted it to captivate people, leaving them intrigued and eager to learn more just by glancing at it. I didn’t want to have to constantly defend why the game was good.
A significant aspect of my realization was recognizing that I lacked certain abilities needed to reach my destination, prompting me to strive for self-improvement. The transition to an isometric view was a part of this transformation, as it breathed life and intrigue into what was previously a flat, grid-based landscape. Moreover, we expanded the size of objects within our world; initially, everything was confined to one grid space. Now, we could create items that spanned five tiles horizontally and vertically, adding depth and dynamism to the environment. However, this expansion required us to exercise caution when loading objects on screen to avoid any unexpected pop-ins at inopportune times.
Initially, our focus was on ensuring the game had an aesthetically pleasing appearance, as even if the gameplay was outstanding, if players weren’t instantly captivated by the world when they first saw it, it wouldn’t make a difference. We dedicated significant effort to refining the water effects, ensuring that the combination of tiles and gradients appeared smooth and harmonious. This was a lengthy procedure, stemming from our frustration and our ambition to create a world that felt perfectly suited.
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Q: Was there also a lot of focus on the sound and music this time around?
A: Indeed, absolutely! Prior to embarking on this project, I conducted an extensive analysis of all the reviews for the initial version of Crashlands. I termed it my “review analysis,” where I delved into not only player opinions but also professional critiques from the media. The aim was to discern the aspects that captivated people, identify the issues, and grasp what we had initially created. With this understanding, we could then determine how to enhance our creation and make it even better.
A common observation in reviews was that players found themselves engrossed in Crashlands for up to 40 hours due to its crafting and open-world survival elements. However, one area of improvement highlighted was the limited number of music tracks in the original version. While people appreciated the existing tunes, they noted that each zone had just one track, leading to repetition. To address this issue, we collaborated with Fat Bard, the team behind Crashlands’ original sound design. We invited them from the outset and ensured a consistent flow of fresh music was created throughout the development process.
In the updated version, we’ve introduced a variety of musical themes for different times of day, characters, companions, species, and their towns, as well as indoor music. The soundscape is now a thousand times more diverse compared to the original game. We’ve also developed innovative tools to enhance your experience further. For instance, you’ll notice how certain animal sounds gradually fade out in specific situations, and there’s a unique creature, the Fantas, which emit owl-like hoots at night.
In our efforts to create an authentic alien landscape, we’ve incorporated numerous intricate details. Our aim was to evoke the eerie sensation of hearing mysterious sounds in the distance during the night, where you can’t discern the source, but you sense its presence lurking nearby. We devoted significant energy into devising the technical solutions to achieve these effects.
As a dedicated cinemagoer of games, I can’t help but share my enthusiasm for our latest project. It’s not just an update or a sequel; it’s a grand leap forward, a cinematic sequel to the beloved Crashlands. When gamers take their seats to play this new release, they should be left in awe, experiencing a level of upgrade that feels nothing short of revolutionary. Early testers have already commented on how it’s as if we’ve taken the original game, pushed every setting to its maximum potential, and then some.
Q: Is there anything we haven’t covered that you’d like to mention?
A: We’ve touched on most aspects, but a question that comes up frequently is, “What elements did you choose not to include?” We’ve pointed out some things, but in general, we didn’t carry many details from the initial Crashlands game over. Regarding the overall feel of the first Crashlands, I believe we’ve successfully preserved that essence in a way that should satisfy everyone’s expectations.
It’s crucial when creating a sequel to ensure that changes aren’t made haphazardly, but rather thoughtfully so the game remains true to its roots. We’ve observed instances where games, despite bearing familiar titles, fail to deliver an authentic experience. Our aim was to strike a balance: introduce novelty while meeting player anticipations and enhancing overall enjoyment. I hope that when our game is released in a few months, it will resonate with players, prompting them to exclaim “Yes!”—and perhaps I can grab a well-deserved nap afterward.
Q: Any final thoughts you’d like to share?
Personally speaking, working on this project has been incredibly transformative. I initially proposed it in July 2020, and after that, Seth, one of our game programmers, questioned whether it was feasible to build. I responded by saying, “But what if we could? What would it become?
For the initial two years, we primarily focused on transforming our team into an studio capable of creating “Crashlands 2”. This involved revamping everything from the ground up, encompassing changes to our production process and, on a more personal level, even redefining our art style. Simultaneously, something extraordinary transpired: none of us were parents when we started, but now, over half the team has become parents, with four babies being born during development. It’s astonishing!
Over the past four-and-a-half years, this project has undergone an incredible transformation, and we’re eager for our original concept for the game to connect with players as intended. Creating these games brings us joy, but what truly excites us is seeing people respond positively to it, much like we did during its development. This project has provided us solace amid life’s challenges, and we hope that those who play it find a touch of that comfort as well.
[END]
Crashlands 2 is set to release on April 10 on PC.
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2025-02-21 23:59