![]() Evolutions are earned by killing things, and a limited number can be equipped at once. Evolutions are “upgrades” that will give the shark entirely new abilities or provide large stat bonuses. The second choice is which evolutions the player would like to equip. For example, points in ferocity will increase critical damage output. These attributes will affect the overall power level of the shark in different areas. There are five attributes: ferocity, perception, endurance, vitality, and agility. The first is a choice of which “attribute” they put points in. This is where the ARPG elements of Maneater really come into play! There are two progression choices available to the player. PC Gamer: How does your shark evolve over time, and what choices are you making? As your notoriety increases, so too does the difficulty of the hunters. Our current roster of “bosses” consists entirely of heavily armed “shark hunters.” The idea is that to attract these hunters you need to cause a certain level of chaos in the world first. There will also be opportunities to spar with local wildlife (alligators, dolphins, jellyfish, other sharks) to gain bonus evolutions that will help you take on more challenging human enemies. ![]() ![]() Once they escape, players will enter the “open-world” proper and can begin making a name for themselves as a “Maneater.” Activities in the open-world might include wreaking havoc off the coast, knocking people off jet skis, breaking docks, and sinking yachts. We’ve gone back and forth between several themes, but it looks like we’re currently working on the premise that the player spends their “early life” in captivity. If I’m being a little evasive about the details of this, it’s because we’re still deciding how the “early life” phase is going to play out. The player begins life as a young shark and must grow to adulthood by exploring the environment and feeding. However, at the same time, we want to steer clear of any direct comparisons to more traditional “open-world” titles. Yes, Maneater will be an open-world game by design.
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