![]() For example, the two people who wrote the creature lore for the game (Mario and Sergio) have been playing the Siralim series for several years now. Recently, I've been hiring people who are avid Siralim players. I'm the designer and programmer for all our games, but I hire freelancers to create things like graphics, music, sound effects, and more. ![]() : Technically, Thylacine Studios is a one-man operation. : Can you tell us more about your studio? There's no level cap, and there's no limit to how difficult the content can become. Some people stop playing after 40 hours, while others will probably continue to play indefinitely. There's no true endpoint in the game, which is why so many of our players are still enjoying the game past the 1000 hour mark. : The game is intended to last players for as long as they wish to continue playing. : Just how long do you think a typical playthrough of Siralim 3 will take most players? Major quality of life improvements, including a revamped user interface and faster battle system. Breeding has been overhauled and is a lot more accessible than it was in Siralim 2. That's roughly the size of an average novel. Detailed lore has been written for all ~800 creatures in the game, totaling over 60,000 words. As you gain more knowledge, you'll unlock creature-specific perks such as being able to view an enemy's health bar in battle or increase that creature's chance to drop rare items when you kill it. There's a new Knowledge System in which you will gain an increasing amount of knowledge about each creature over time. Asynchronous player-versus player battles. Nether Crucibles, which is sort of a "boss rush mode" in which you can unlock exclusive abilities for your creatures. ![]() This is the richest end-game content the series has ever had, and it's where players spend most of their time in the game. If you defeat the boss of an Itherian Realm, you can upgrade a new type of item called "Talismans" which grant you passive effects. These are randomly generated dungeons that have randomized properties which affect the enemies you'll find there. New type of end-game content called Itherian Realms. All creatures now have rare "Singular" versions as well, which have unique color palettes. Over 100 new creatures to collect, for a total of nearly 800 creatures. New story featuring a set of 15 new boss fights. : More than I can realistically list here, but I'll try to name just some of the new features: : What's new in your third installment in the Siralim series? Additionally, ARPGs like Diablo, Path of Exile, and Grim Dawn inspired Siralim's depth of gameplay and itemization. DWM is all about capturing and breeding monsters and using them to fight in randomly generated dungeons, which is the core of Siralim's gameplay as well. : Siralim was primarily inspired by an old Gameboy Color game called Dragon Warrior Monsters. : What games were your biggest inspirations for creating the Siralim series? : Hello! Thanks for taking the time to answer our questions! Without further ado here's our interview: We plan to publish more developer's interviews in the upcoming months as well. We hope you guys and gals have been enjoying your weekend so far and we've got a special treat for you all as we recently interviewed Thylacine Studios about the then upcoming Siralim 3 and are now publishing the feature, which is our first developer's interview in more than two years.
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