was the efforts of game designer Peter Molyneux and his development studio 22Cans. Concerns aside, Naszynski claims to be " cautiously optimistic" as the team begins to retool their focus to implement new features in the game influenced by community feedback, publisher demands, Kickstarter promises, and his own desires for Godus. The contract of the lead developer of the game, Konrad Naszynski. If that's the case I'm just going to state that outright when the time comes," he said. "It's going to be a juggling act and I'm betting a lot of my PC only proposals are going to be shot down and there will be things I will be told to work on that won't contribute to improving PC. However, it prevents him from implementing the systems in Godus he wants to see. A decision that makes sense, he explained, since mobile generates more revenue than its PC counterpart. According to him, the development team behind Godus is placing more emphasis on the mobile version over the PC. They went on to release an action-focused. "To be brutally candid and realistic I simply can't see us delivering all the features promised on the Kickstarter page," he said, adding that multiplayer "is looking seriously shaky right now." After working on Godus pro bono for over a year, Naszynski was recently added to the core design team. After that, 22Cans added more members to the Godus team (including a new lead, Konrad Naszynski) and redoubled their efforts on the game’s PC version.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |