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Hello,
short news today, to report a nice Q&A at Rock, Paper Shotgun thanks to Jim Rossignol.

Below a little excerpt:

"Last week we ran a video of an indie space combat game called Naumachia: Space Warfare. We got in touch with Italian developers AureaSection and Lorenzo Pasini agreed to answer some questions about the upcoming game. Some of you might already be familiar with the team’s work: they made Half-Life mod, The Specialists.

RPS: Can you tell us a bit about how you came up with the idea of Naumachia? Are there any specific games that influence the design?


Pasini: Well, we had to evaluate what type/kind of game we could do ourselves without producing too many assets (we are three guys working on the game) and at the same time, look for a less “common” genre. Later on, space games had kept moving forward to commerce/RPG gameplay, and each time I try one of these.. well I’d say that the combat/action part really sucks, at least for someone like me that enjoyed titles named Freespace, X wing vs Tie fighter and other ones in which combat/dogfight were the focus of the game. We then had quite a good response from public, it seems that times are mature for a return of the space genre to a more “action” point of view. To completely fulfill the question, I’d like to add that we also like a lot ship/gear customization, so we can throw in a MechWarrior series style of tuning for the assets available to players (from a simple fighter to a large capital ship)."

Read the rest of the interview here
Quote:I (we) realize that working alone on a game for so many months, might be problematic because what’s natural for us, doesn’t necessary is for someone that has never started the game.
I smell a beta! Smile
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