[Wii] Space Station Tycoon (Bandai)

tiagoTZ

Power Member
http://wii.ign.com/articles/768/768580p1.html


Namco Bandai delivers a stylized, funny space station simulator/manager to Wii. First details,
interview and screenshots



February 27, 2007 - Namco Bandai Games revealed to IGN Wii on Tuesday that is planning to bring Space Station Tycoon, the latest in its series of Tycoon simulation titles, to Nintendo's new console. The game is developed by Wahoo Studios, whose last project was the well-received Outpost Kaloki X for Xbox Live Arcade, and Space Station Tycoon shares much in common with its predecessor. Players use the Wii remote to manage galactic space stations, all the while increasing their income. The game comes to life with a unique storyline that revolves around witty banter and humorous plot progression. Space Station Tycoon is set for a summer 2007 release on Wii.
"Space Station Tycoon utilizes the creative and unique functionality of the Wii by allowing gamers to emerge themselves in a type of tycoon gameplay never before experienced," said Makoto Iwai, executive vice president and COO of Namco Bandai Games. "Its fun-loving characters and off-the-wall space station scenarios should have Wii owners scrambling to get their stations thriving."
We chatted with Namco Bandai Games producer Ben Cole and Wahoo Studios project manager and designer Brent Fox and Jeremy Throckmorton respectively about Space Station Tycoon. Keep reading to learn all about the exciting addition to Wii's growing library.
IGN Wii: How big is the team working on Space Station Tycoon for Wii and how long has the game been in development?
</B>Brent Fox</B> We have been working on the game for a while now. The game has gone through several different development processes and each iteration has pushed the game one step closer to what we had envisioned, and then the Wii just kind of opened the gates for us. In total, we have spent in the neighborhood of 10-12 months starting from a small downloadable title The team size has varied from a small group of five and up to 16 people at peak.
IGN Wii: You've traditionally made PC games and recently jumped on board the Xbox 360. What drew you to Nintendo's new console?
Brent Fox: Actually, Wahoo Studios has primarily been a console developer that ventured into independent game development by forming NinjaBee. The people at Wahoo Studios have worked on console games beginning with the PS1. We even have several members of our team that have development histories that go back even further -- stuff like the original Game Boy, which is kind of crazy. We've seen and done it all, so we have a lot of history in this industry.
We have always been drawn to the creative spirit of Nintendo. They have been willing to try something new and different and support the kind of games we want to make. Everyone at Namco Bandai Games has been a lot fun to work with on this wacky project with monkeys and pirates in space. I can't think of a better fit for this game other than the Wii. I know a lot of people give an answer like this, but they're all speaking the truth - working on this system rocks.
IGN Wii: Space Station Tycoon seems to be based on the Xbox Live Arcade title Outpost Kaloki X. Is this Wii version a port in any sense of the word?
Jeremy Throckmorton</B>: We didn't set out to make a Kaloki with a different name, but to make a new and different game using the lessons we learned. The basic goal of building a station to serve customers and some of the economic elements will be very familiar to players of Outpost Kaloki X, but even the basic mechanics, like how customers make their buying decisions, have undergone an overhaul. We've had a long time to think about a game like this. We've been given a lot of freedom to create the game we want to make and it has been a blast.
Ben Cole: The core of this game has been evolving into something better and better with each game Wahoo creates. So we've had a lot of time to really flesh out our game rules and systems. With Space Station Tycoon on the Wii, we have the opportunity to really bring to life the game we've all envisioned.
For example, we've taken the opportunity add a whole slew of features we've always wanted to put into this type of game. Things like off-the-wall characters, station customization, and a whole slab of humor -- these are all features we've talked about forever and having the chance to finally implement them is just great.
With all these new features, we've made sure that they only add to the core mechanic of what Space Station Tycoon really is: a fast and funny tycoon game. As you play through crazy scenarios, like putting together a heavy metal concert for Frankengull and Voodoo Chicken, characters introduce themselves and the whole Space Station Tycoon story and universe begins to reveal itself.
IGN Wii: Before we go into the Wii specifics, please tell us what it is that you do in Space Station Tycoon. Can you also give us a couple of gameplay examples?
Jeremy Throckmorton: Space Station Tycoon puts you into the shoes of a wet-behind-the-ears kid named Shawn, and his sarcastic monkey friend Tam, who decides he wants to run space stations. He travels the galaxy building and maintaining stations where you have to deal with and serve all manner of wacky characters: a voodoo chicken, ninja starfish, filmmaker pigs, etc. These characters all have things they want from you and your goal is to take care of them so you can become the ultimate space station tycoon. Sometimes you will need to do what they want in order to progress through the game, other times you have more choice on how to deal with them. What you do can change how the character feels about you or acts later in the game. Charging a guy to use your restroom might seem like a good idea at the time, but letting him pee for free could be better in the long run.
You also have control over a mobile gravity well that opens up all kinds of ways to interact with things around your station. A visitor might not be getting to the expansion you built for him very quickly, so you can take a hands-on approach to customer service and drag him there. You can catch cannonballs and throw them back at attacking pirates, making sure they don't fire any more. You can fling mines at asteroids, blowing them up and clearing room for your station to expand. I'd like to add that we've a great time talking about the kind of scenarios we want to throw at the Shawn and Tam. I mean, some of the things you're going to see Tam do... classic.
 
http://wii.ign.com/articles/768/768580p1.html


Namco Bandai delivers a stylized, funny space station simulator/manager to Wii. First details,
interview and screenshots



February 27, 2007 - Namco Bandai Games revealed to IGN Wii on Tuesday that is planning to bring Space Station Tycoon, the latest in its series of Tycoon simulation titles, to Nintendo's new console. The game is developed by Wahoo Studios, whose last project was the well-received Outpost Kaloki X for Xbox Live Arcade, and Space Station Tycoon shares much in common with its predecessor. Players use the Wii remote to manage galactic space stations, all the while increasing their income. The game comes to life with a unique storyline that revolves around witty banter and humorous plot progression. Space Station Tycoon is set for a summer 2007 release on Wii.
"Space Station Tycoon utilizes the creative and unique functionality of the Wii by allowing gamers to emerge themselves in a type of tycoon gameplay never before experienced," said Makoto Iwai, executive vice president and COO of Namco Bandai Games. "Its fun-loving characters and off-the-wall space station scenarios should have Wii owners scrambling to get their stations thriving."
We chatted with Namco Bandai Games producer Ben Cole and Wahoo Studios project manager and designer Brent Fox and Jeremy Throckmorton respectively about Space Station Tycoon. Keep reading to learn all about the exciting addition to Wii's growing library.
IGN Wii: How big is the team working on Space Station Tycoon for Wii and how long has the game been in development?
</B>Brent Fox</B> We have been working on the game for a while now. The game has gone through several different development processes and each iteration has pushed the game one step closer to what we had envisioned, and then the Wii just kind of opened the gates for us. In total, we have spent in the neighborhood of 10-12 months starting from a small downloadable title The team size has varied from a small group of five and up to 16 people at peak.
IGN Wii: You've traditionally made PC games and recently jumped on board the Xbox 360. What drew you to Nintendo's new console?
Brent Fox: Actually, Wahoo Studios has primarily been a console developer that ventured into independent game development by forming NinjaBee. The people at Wahoo Studios have worked on console games beginning with the PS1. We even have several members of our team that have development histories that go back even further -- stuff like the original Game Boy, which is kind of crazy. We've seen and done it all, so we have a lot of history in this industry.
We have always been drawn to the creative spirit of Nintendo. They have been willing to try something new and different and support the kind of games we want to make. Everyone at Namco Bandai Games has been a lot fun to work with on this wacky project with monkeys and pirates in space. I can't think of a better fit for this game other than the Wii. I know a lot of people give an answer like this, but they're all speaking the truth - working on this system rocks.
IGN Wii: Space Station Tycoon seems to be based on the Xbox Live Arcade title Outpost Kaloki X. Is this Wii version a port in any sense of the word?
Jeremy Throckmorton</B>: We didn't set out to make a Kaloki with a different name, but to make a new and different game using the lessons we learned. The basic goal of building a station to serve customers and some of the economic elements will be very familiar to players of Outpost Kaloki X, but even the basic mechanics, like how customers make their buying decisions, have undergone an overhaul. We've had a long time to think about a game like this. We've been given a lot of freedom to create the game we want to make and it has been a blast.
Ben Cole: The core of this game has been evolving into something better and better with each game Wahoo creates. So we've had a lot of time to really flesh out our game rules and systems. With Space Station Tycoon on the Wii, we have the opportunity to really bring to life the game we've all envisioned.
For example, we've taken the opportunity add a whole slew of features we've always wanted to put into this type of game. Things like off-the-wall characters, station customization, and a whole slab of humor -- these are all features we've talked about forever and having the chance to finally implement them is just great.
With all these new features, we've made sure that they only add to the core mechanic of what Space Station Tycoon really is: a fast and funny tycoon game. As you play through crazy scenarios, like putting together a heavy metal concert for Frankengull and Voodoo Chicken, characters introduce themselves and the whole Space Station Tycoon story and universe begins to reveal itself.
IGN Wii: Before we go into the Wii specifics, please tell us what it is that you do in Space Station Tycoon. Can you also give us a couple of gameplay examples?
Jeremy Throckmorton: Space Station Tycoon puts you into the shoes of a wet-behind-the-ears kid named Shawn, and his sarcastic monkey friend Tam, who decides he wants to run space stations. He travels the galaxy building and maintaining stations where you have to deal with and serve all manner of wacky characters: a voodoo chicken, ninja starfish, filmmaker pigs, etc. These characters all have things they want from you and your goal is to take care of them so you can become the ultimate space station tycoon. Sometimes you will need to do what they want in order to progress through the game, other times you have more choice on how to deal with them. What you do can change how the character feels about you or acts later in the game. Charging a guy to use your restroom might seem like a good idea at the time, but letting him pee for free could be better in the long run.
You also have control over a mobile gravity well that opens up all kinds of ways to interact with things around your station. A visitor might not be getting to the expansion you built for him very quickly, so you can take a hands-on approach to customer service and drag him there. You can catch cannonballs and throw them back at attacking pirates, making sure they don't fire any more. You can fling mines at asteroids, blowing them up and clearing room for your station to expand. I'd like to add that we've a great time talking about the kind of scenarios we want to throw at the Shawn and Tam. I mean, some of the things you're going to see Tam do... classic.
Fixe e eu que adoro a "Coleção Tycoon" principalmente Mall Tycoon, Zoo e Rollercoaster !!!
 
Não fazia ideia que as estações espaciais se pareciam com casas. Aliás, até têm telhado e tudo lol. Mas até parece engraçado, só espero que não seja básico demais.
 
Fixe e eu que adoro a "Coleção Tycoon" principalmente Mall Tycoon, Zoo e Rollercoaster !!!
Duvido que tenha algo a ver com os outros "Tycoons" já que não eram da Namco Bandai, embora no artigo fale "Namco Bandai Games revealed that is planning to bring Space Station Tycoon, the latest in its series of Tycoon simulation titles."

O problema é que "its" implica deles, e eles não lançaram tycoons antes.

Enfim... espero por mais detalhes.

Space Station Simulation For Wii

Simulation fans rejoice! Following Namco Bandai's first details of Space Station Tycoon for Wii at the end of February this year, more has now been uncovered as players explore the universe with a kid and his monkey friend to seek out fortune.

The game spans various different levels of varying objectives to expand their growing empire. Interestingly enough the Wii remote is used to create and manipulate gravity to defend their station against evil pirates and asteroids.

Space Station Tycoon is due for release this summer.
Fonte: http://www.cubed3.com/news/7401/1/Space_Station_Simulation_For_Wii

Imagens:

spacestwii1.jpg


spacestwii2.jpg


spacestwii3.jpg


spacestwii5.jpg
 
Última edição:
Hands-On do IGN:

Space Station Tycoon Hands-on
Way too complex for a five minute demo, but darn it -- we'll give it a shot.

June 15, 2007 - Space Station Tycoon is one of those games where you really need to spend more than five minutes to truly grasp the concept and to get all the little nuances. So when Namco Bandai had its upcoming space station strategy game on hand to play with at its pre-E3 event, we weren't surprised that we couldn't really go all that far into the production in the short amount of time we had.

Like the name suggests, Space Station Tycoon is a strategy-slash-economic simulation game akin to ThemePark, SimCity or, yes, the countless other games using the "Tycoon" branding like Railroad Tycoon, Zoo Tycoon, Pizza Tycoon, Rollercoaster Tycoon, Velcro Marmit Tycoon... yeah, you get the idea. In this Wahoo Studios-designed game, players build stations of interest within alien-infested galaxies in order to earn enough money to earn fame, fortune, and hot alien babes.

We tested the game early in its level progression where you're simply learning the ropes in how the space station operates. In the beginning stages, you're put to the task of building hubs on your station that will attract business. Aliens will be zooming around space looking for stuff to do, so you need to make sure you're building up the best space station for these potential customers. Of course, you need to make sure you've got enough power to generate the additional ports you want to construct, and if you don't have enough cash you won't be able to construct the places you want or need. This game is all about resource management -- run down power plants can blow up if you're not watching them, and aliens with poor driving skills can easily knock out one of your favorite ports of interest.

At the very least, the game showed off that the Wii remote is great for maneuvering quickly through the 3D world and navigating the on-screen menus. Even though the controls and interface still needed a bit of tightening up in this early build, the mouse-like navigating made it easy to zoom from spot to spot on your space station. Resource management was handled entirely by the pointer of the Wii Remote -- tweaking the power plant output was a simple matter of turning knobs on a panel by twisting the remote similar to the way you'd open doors in Elebits. Though our demo used the Nunchuk to scroll around the environment using the analog stick, the game's been designed in such a way that it's not needed -- the entire game can be played with the remote exclusively.

There will be motion-based interaction as well. When we built a new port, it arrived in a crate. To open the crate, you "grab" onto it with the remote and button, and shake the controller until it shatters using a "gravity well" power. The harder the jolt, the quicker it'll open. There's promise of other, more "fun" features, like the ability to "catch" asteroids and destroy them before they knock into your station.

One of the most interesting aspects of Space Station Tycoon is the ability to play cooperatively at any time. During our demo with the game, one of the Namco producers showed off this function by whipping out a second controller and turning it on. Immediately, that player had a second on-screen cursor, and he could perform the same duties as I could. The downside is that it's not split-screen, so players will really have to work together since the game requires a lot of scrolling around to move from place to place on the station.

The game's not going to win awards in the visuals department. The art style's pretty cool, with aliens of "tropical" inspiration (anthropomorphic walruses, monkeys, and seahorses made up a few of the native critters in the game), but the 3D engine could still use a bit of tweaking as it was a little chuggy, for lack of a better word. The menus still felt a little early too -- poorly labeled icons, for example. The game still has a bit to go in development, so there's a good chance for some additional visual balancing before Space Station Tycoon goes to print.

We'll have more on Space Station Tycoon very soon, including a deeper hands-on with the product.
Fonte: http://wii.ign.com/articles/796/796856p1.html

Developer Blog @ IGN:

-> http://blogs.ign.com/SpaceStationTycoon/


Pessoalmente acho este género de jogos... perfeito para o Wiimote, é óptimo ver empresas já a tentar a sua sorte neles, só desejo que saia bom e de certa forma pegue (na medida em que venda bem para mostrar que há mercado)
 
este jogo faz-me recordar um jogo de pc de há vários anos atrás em que montávamos um hotel galáctico, e tínhamos que atrair aliens. bem divertido.
tirando a confusão aparente no ecrâ, é um jogo que se pode tornar bastante interessante se for bem feito
 
Hands-On do IGN:

E3 2007: Space Station Tycoon Hands-On
What, this isn't a Space Station Silicon Valley sequel?!


July 13, 2007 - We had already gotten to play Space Station Tycoon at Namco Bandai's pre E3 event, but we made sure to seek it out again at the real event and update you on how the game is coming along. It's pretty much the same, but they've been tweaking it since the last time so we gave another shot at managing our own building in the stars.

Space Station Tycoon is way too complicated of a game to really get to demo in the few minutes that we got with it, but we did manage to play three of the different types of missions and test out a whole slew of gameplay elements. The basic idea is that you build hubs of a space station, with the basic necessities: power, entertainment, commercial opportunities. You're trying to attract visitors to the station to make some moolah, so you'll have to see what they're demanding and build accordingly. There's also some baddies like Space Pirates to defend against, but we didn't get to see them at the show.

Unlike the gazillion other Tycoon games, Space Station Tycoon has a story, complete with cutscenes and wacky characters. So a lot of the missions are linked directly to the story and the mission objectives work into that. We got to play a level where some crazy voodoo chicken guy threatened to put a curse on us, unless we got rid of the hippies infesting his spa resort. So the entire level became about luring hippies to the resort, then hurling them into the sun or asteroids. Sadistic yes, but also hilarious. The humor of the game is going to be in the same wacky, sometimes dark vein.

There is also the obligatory open levels where the objectives are based on earning money and attracting visitors. So for people that prefer their Tycoon games more traditional, they'll be pleased to know there is plenty of that.

The controls seemed to have tightened up since we last got to play the game. Selecting objects and the menus goes a lot smoother and the camera moves faster. It's good to know that the developers are working on this since a lot of the missions require a lot of quick moves with the remote. One of the levels we played had constant asteroids crashing in on our station and we had to fling them away to keep the place intact.

Unfortunately none of the cutscenes were shown at the event, so the story is still pretty much a mystery besides the already stated characters, and the space pirate villains. There are text based cuts before each level though and we can honestly say that the writing actually is funny, and not that fake funny that developers think is clever but it's really just sucks. No, this is funny for real. Like, full on chortle, maybe even guffaw.

Space Station will be out late next month, so the game is pretty much done. Look for our review soon.
Fonte: http://wii.ign.com/articles/804/804979p1.html

Muito bom, gostei bastante do que li. A ver se o jogo sai bom.
 
Entrevista:

N-Philes: How is Space Station Tycoon different compared to other tycoon games? What exactly the player has to do to build up their space-faring financial empire?

Brent:
There are a lot of tycoon games out there. They come in a wide range of quality and features so it’s pretty hard to compare this game to the entire genre. However, we certainly have put some unique features in Space Station Tycoon. We have wrapped the entire game in a story filled with wacky characters. We have even gone so far as to create just under a half hour worth of funny cut scenes in addition to a ton of entertaining in-game dialog. Space Station Tycoon is level based but the levels don’t have to be played in an exact order. Each level has a set of goals and so the game becomes more of a strategic puzzle. You must figure out how to best accomplish the goals in each of these levels. We also have many other features that aren’t typically found in a tycoon game, such as boss fights, multiplayer co-op and other interesting stuff.

N-Philes: How much of the game is customizable? How many ways will players get to earn their keep?

Brent:
This is a hard question to answer. Customization crosses over a bit with strategic choices. Each level begins with at least one central hub to your space station. We call these islands. In most levels you can link additional islands to your space station and choose to expand in a lot of different directions. You can choose from many different islands with different functions and looks.

In addition to island linking, you must add expansions to these islands. You can choose which expansions to build and where to place them. The positioning of these expansions is not only for aesthetic reasons but placement affects your efficiency and strategy.

While playing through the game many different items can be discovered. Once unlocked, a wide variety of doodads can be placed on top of each of the islands. You can become a decorator and make some very unique islands by using different combinations of these wacky items. However, I’m not suggesting that it is 100% about building a cool looking station. There is still strategy involved.

N-Philes: Aside from the exciting and lucrative life of space station management, what other kinds of other action and gameplay can players expect?

Brent:
Space station management obviously has exciting rewards of it own but the action doesn’t stop there. You will have access to a gravity well that can be used to pull things around and blow things up. Watch out for mines while flinging your visitors around. Well, unless you want to get rid of them. Use space debris to protect important areas of your space station from attackers. You may find rewards when you blow up asteroids. While you are trying to manage all of this chaos you also might want to watch out for natural disasters. That solar flare can really wreak havoc on a space station.

N-Philes: Looking at some of the screenshots available, there appears to be some similarities between Space Station Tycoon and Outpost Kaloki X available for the PC and on Xbox Live Arcade. Is this an incorrect assessment? How do the games differ?

Brent:
Space Station Tycoon certainly has some obvious similarities but it has evolved a lot. We have concentrated on making a game for the Wii and because of this, we have made a lot of changes to the basic gameplay. If you just look down the basic feature list you can get an idea of how different it really is. In addition to the feature list, Space Station Tycoon has a different pace and feels a little more action packed.

N-Philes: Space Station Tycoon is the first Wii game for Wahoo Studios correct? How does the development team feel about the Wii in terms of hardware and capabilities? Was this different than when the console was first revealed?

Brent:
We love the Wii and we plan on making a lot more great games for this platform. One of the best things about the Wii is that everyone is looking for more creative and inventive games. These are the kind of games we want to make.

N-Philes: How are the Wii controls used? Are they used strictly to interact with the interface or are there other ways in which the controls are used?

Brent:
You can flip switches, turn dials and spin spinners but there is so much more. Toss ships around, drag space junk, control mines and blast open meteors. All of this fun stuff is made possible with the magic of the Wii controls. I can sit for hours sending out blasts that blow up incoming visitors.

N-Philes: How long has the game been in development? Has the game’s concept or direction changed over time? Was it originally conceived as a Wii title?

Brent:
Space Station Tycoon has been in development for a long time and things have certainly changed as the game was developed. We have stayed true to the core game-play but many of the details have evolved. We didn’t settle in on the Wii as the final platform right away, but once this decision was made, we got really excited and made sure that the game would be a perfect fit for the platform.

N-Philes: What have you done with the game’s visuals to make it stand out in terms of technical capabilities and artistic style?

Brent:
It’s all about style. Space Station Tycoon has a very unique look and feel. It’s perfect for such a wacky game. Not only is the game filled with crazy characters but you will also encounter unexpected locations, strange space station expansions and a host of interesting items for decorating your station. Somehow we’ve managed to make a soda machine on a tropical island fit in with a seahorse that flies a space ship that looks like a hippie van. It all fits together perfectly.

N-Philes: According to science, in space nobody can hear you scream. Obviously that could make things pretty boring, so how did you go about designing sound and music into the game and what role do they play?

Brent:
We actually did a lot of screaming and yelling but it was in a sound booth. We never actually tested the theory in space.

We have some really unique music in the game. It has a tropical theme that is mixed with pirates, hippies, science and other themes in the game. It may sound a little crazy but that is the kind of direction we gave the composer and he pulled it off. We already have people around the office who want to use the music as a ring tone or get it on their MP3 players.

N-Philes: Will there be any kind of multiplayer features? How would playing the game with others work?

Brent:
It’s really pretty simple. Whenever you are playing a game and a second controller is turned on, the second player has the option to begin helping. Drop out whenever you need to take a break.

Space Station Tycoon really is cooperative. It works much better if both players are using the same strategy because, if you don’t, you will end up spending the same amount of money on two different approaches and that isn’t very effective.

N-Philes: What about Wi-Fi or WiiConnect24 support? Will players’ Miis be among those visiting outer space? If not, did the team look into making these features possible?

Brent:
These are both great features. We can’t put everything into our first Wii title and we chose to focus on other features. However, on future titles you’ll certainly see more of these features in our games.

N-Philes: Would you say that Space Station Tycoon has been designed to target a specific demographic or will a wide range of people be able to enjoy this game?

Brent:
I know it is pretty ambitious but we designed the game for anyone who owns a Wii. This is a pretty broad audience but we hope that a wide range of people find it entertaining. We’ve added a little something for everyone.

If you don’t own a Wii then this version of Space Station Tycoon probably isn’t for you. Mostly because it won’t be playable on any other systems.

N-Philes: Space is a pretty big place. Just how much of it is explored in the game? Will be able to visit or orbit any famous places? Mars? Tatooine? Ceti Alpha V?

Brent:
Space is pretty big but we cover it all in Space Station Tycoon. Don’t worry. You will be able to use the galactic map to navigate the universe and beyond. The places we’ll take you are far better than Mars. I would even go so far as to say that, compared to where we’re going to take you, the places you mentioned sound quite boring. Who has ever heard of a heavy metal rock concert or extreme cage fighting on Mars? Our locations are filled with stuff like this. In fact, if you’re not careful you may find yourself in the belly of a whale.

N-Philes: The protagonist in the game is a guy named Shawn. But of all the possible animal sidekicks, why did you decide to make Tam a talking monkey?

Brent:
What other kind of sidekick would be better for a space station tycoon? A talking monkey is a perfectly natural fit. You might not want to have Tam hear you call him the sidekick, as far as he’s concerned he is in charge. When I stop and think about it, I actually don’t quite understand why these two hang out together but it sure is funny to watch.

N-Philes: It certainly looks as if there are some wacky and creative character designs in this game. I mean, voodoo chickens? Where do these ideas come from? Did members of the development team have any first-hand experiences with the kind of beings that are really out there?

Brent:
Many of the team members had a lot of input on character development but I have to give the majority of the credit to one particularly disturbed individual: our main concept artist. Shawn did a lot of work on these characters. He tells us which of the characters he likes and who is annoying. I often wonder if he realizes they aren’t real.

N-Philes: Characters aside, what other influences inspired Space Station Tycoon?

Brent:
You know there are probably too many influences to list them all. I can’t speak for all of the game design influences. However, I can tell you about the art. We set out to create something original. I like making games that have a unique look. The final result is a result of a lot of experimentation and trying to push the wackiness envelope.
Fonte: http://www.n-philes.com/features.php?id=342

É grandinho (e cortei as apresentações e despedidas) mas acho que vale a pena. :D
 
Desculpa I_Eat_All mas não tive paciência para ler o teu último Post lol, mas li o penúltimo e gostei, parece que vão haver vários movimentos para fazer com o Wiimote, vai ser um jogo com uma história, ao contrário de outros Tycoon em que nós metiamos Free Play e quase que podiamos passar 5 anos a jogar aquilo que não ia acabar.........Mas parece ser interessante o jogo, não está na minha Wishlist principal, mas vou querer experimentar com certeza ;)...
 
Back
Topo