Prey Dev Diary
The second Prey Weekly Update has been posted over at the 3D Realms website. This week's installment covers the upcoming press tour, and an update on programming, level design and art. Here's a bit about the multiplayer that will be shown off at next week's press tour (Chris will be at the San Francisco event, so expect impressions before too long)
After the single-player portion, we're going to play some MultiPrey deathmatch to give them a feel for that side of the game. We've picked out three maps for them to play - one that focuses on wallwalking, one that focuses on gravity flipping, and one that is all about spherical gravity (fighting on small planetoids). I'm looking forward to their reactions as those elements can be confusing at first, but most of our in-house testers have picked them up quickly. The multiplayer has really come together - the weapons feel very balanced and nearly all the gameplay from the single player is available in multiplayer: spiritwalking, gravity flip, vehicles, and so forth. The only major gameplay element not in multiplayer is DeathWalk - and that was removed because it was more fun to simply respawn quickly so you can exact revenge upon the chump who killed you.
From The Chatty
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damn fighting on small panetoids sounds hot!