![]() 7K on the other hand is going to be a bigger challenge. We’re aiming to have a system that uses deep pattern analysis of the given map, and we’ve already been prototyping a system for 4K which you can see here. We’re planning to have difficulty ratings be calculated automatically. The goal is to allow map creators to eventually be as creative as possible without limitations. However it isn’t high on our priority list at the moment. If this is something the community wants, we wouldn’t mind adding it. If you’d like a brief overview of how it’ll work, you can check out our previous blog post. Given that this is an extremely big feature, we’re planning to have this in its own separate blog post and invite the community for feedback on it. Albeit you’ll have to do some file renaming to get it to work, but it should be easy to get the job done. Yes! Our skinning system should be modular enough to use skins from other games. Will I be able to convert skins from other games? They’ll of course function exactly the same. This is so that if you’re interested in creating maps without having the game open, you’ll be able to do so. You’ll be able to access the editor both in-game and out as a standalone desktop application. In fact, we’re exploring the option of having an in-game editor and a standalone editor. Will we be able to have separate skins for each key mode? However, if the community finds that they want more key counts in the future, we can add this in easily. If we were to have 10 different key counts, that would mean 10 different leaderboards. ![]() The reasoning for not adding more initially is because we’re splitting the ranking leaderboards between the two modes. Quaver currently only supports 4 keys and 7 keys. Let’s get going! What key modes are planned for the game? There’s no doubt that the majority of you have had questions about the features of the game and have requested things you’d like to see going forward. You should be able to run the game on Mac/Linux currently however. However, the game should be relatively easy to port over to all different platforms (Mac, Linux, iOS, Android). What platforms will the game be released on?Īt initial release, we’re looking at Windows only. There will be more details on this at a later date. While we have no set release date, we’re looking at having an official alpha release sometime this fall. There have been some general questions about the game regarding its release date, platforms it’ll run on, and more. This is just to give you guys a rough idea of the direction we’re headed. Keep in mind that Quaver is still in its early stages, and things are subject to change at any point. The questions and answers are going to be broken down into their own subsections. This week’s dev blog is dedicated to answering your questions, and boy there were a lot of them. Thank you all so much for the overwhelming support on last week’s reveal/blog post! To be honest, we did not expect it to have as big of a reach as it did! The support and love you’re showing us so far has made us even more motivated to provide you with a great game to play.
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