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Sword of the Necromanced Interview - Fight With Might - dungeon crawler - Video Peel Messages, Instructions, Exemplary procedures, reviews and culture


The designer and programmer Víctor Pedreño speaks with dungeon crawler over the upcoming dungeon crawler.

Sometimes there is nothing more beautiful than a good, addictive, mechanically solid dungeon crawler. With its upcoming title _schword of the necromancer, _ The developers of Grimorio of Games could be on the right way to deliver exactly that. The combination of Roguelite elements and classic dungeon crawling with an interesting mechanics for the revival of monsters certainly promises something interesting. Curious to learn more about the game, we recently sent a number of questions to the developers. You can read our conversation with the designer and programmer of the game, Víctor Pedreño, further below.

"Some bosses are static, others move or send henchmen. We will try to create variety in this aspect so that the player exploits the capabilities of the summoned monsters. "

Of course, I assume that you may not be able to go into detail to avoid spoiler, but what can play players from Sword and the Necromancer when it comes to the design of bosses and how very much different from each other?

Most boss fights are held against a large enemy, which you can measure yourself with your summoned monsters. These bosses will use big attacks that can hurt anyone. You have to be careful and plan how you use your monsters so you do not lose them early and end the fight alone (what a valid strategy is a valid strategy when they attack themselves). Some bosses are static, others move or send heangen. We will try to create variety in this aspect so that the player exploits the skills of the summoned monsters.

With a game such as schword of the necromant I imagine that the answer to this question from players to players will be very different, but how long will an average playing playing the game last?

It is difficult to say as they say that this will be very different from players to players, but we also need to consider the randomization of rooms and enemies. I do not want to go into detail to avoid spoilers: we will have a "story mode" that is not very long (whatever depends on the capabilities of the player and a bit of luck), but we plan to add various Additional modes, such as your usual "Endless Dungeon" mode, which is available in many Rogue Likes.

Can you talk about the code scanner and how that affects the game?

The code scanner is one of the exclusive functions of the Nintendo Switch. You can use the correct JOYCON camera for reading QR-like codes and to retrieve items and monsters (some of them may not be available in other ways). Our plan is to share these codes about social media and also physically distribute as cards (one page is the code, the other an illustration of the item or monster contained therein).

The use of these "IR codes", as we have named them is not required to beat the game, but serves the player as aid. In addition, scanning is restricted so that it can not be exploited.

What influence does the procedural weapons generation system on how strong they deviate from each other? Can you give us a few examples?

In the Schword of the necromant There are 5 types of weapons: swords, spears, axes, bows and magic benches (Grimoires). Each type has several subtypes that change some of your attributes such as range or behavior of the attack. In addition, every weapon and any object may have up to 4 "skills". These range from increasing the values ​​(such as +3 health) or adding an element to the weapon (such as fire, ice and thunder) to passive skills such as creating an explosion as a retaliation for an enemy attack. Think more or less about how the magic of Hollow Knight.

Every time you come to a chest, this chest will generate an item according to your progress (which you are further in the game, the greater the chances of getting better weapons). In the beginning, the weapons will be quite similar, but when they penetrate into the depths of the dungeon, they are more and more different from each other.

"We develop the game taking into account the Nintendo Switch, but of course we want the game running on as many platforms as possible. In this way, more people can play it. The reason why we started to develop for switch and not for others. "Console is because of its portability. "

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Can you talk about the resuscitation mechanisms and how to retrieve enemies to fight for you, is implemented in the gaming experience?

If you defeat a monster in the dungeon, you can approach it and revive and summon it with the sword of the necromancer. You can have up to 3 monsters that operate independently when they are summoned. Each monster has its own behavior and its own attacks, some will pursue other enemies, others will be able to defend you to defend you, and others can even heal you and your summons.

You can mix and combine these monsters to make a small army and fight with them. If you leave the monsters alone, they probably die every time (and lose them forever). That's why you have to work with them to get the most out of them.

You can also decide to revive enemies and struggle alone with weapons or objects. Weapons, items and monsters all occupy a place of the 4, each of which is assigned one of the facial buttons of the controller. One of them is always occupied by the sword of the necromancer so that they have 3 actual slots. How to balance these slots (with all monsters, all weapons, a balance in between ...), lies with you and your style of play.

Why did you decide to start as a console exclusively for the switch?

We develop the game taking into account the Nintendo Switch, but we want, of course, that the game runs on as many platforms as possible. In this way, more people can play it. The reason why we have started development for switch and not for other consoles is in portability.

Do you have plans to start PS4 on Xbox One?

We are planning to publish the game next year after the summer. This means that PS5 and Xbox Scarlett stand in front of the door. It would therefore be advisable to publish the game on these, but it is also on the (until then) previous generation is always a possibility. As I said, we want as many people as possible to play and enjoy the game.

What do you think as an indie developer about the switch that has developed quickly to a paradise for indie games?

Nintendo Switch is a heavenly match for Indie developers. Thanks to the removable joycons, it is powerful enough and portable. You can assume that everyone can play with a friend (at least until the publication of the switch lite). It also offers many nice little features that you can use for special experiences. It is also pretty easy to program and Nintendo offers great support with user-friendly libraries for its features.

Users of Nintendo Switch are more inclined to play indie games as they usually prefer the originality of the game or surroundings rather than the performance and graphic that they can expect from high budget productions. So it's no secret that indigenous games on Nintendo Switch are better accepted and sold better.

There was a lot about SSDs talked, which is confirmed that they work both on the PS5 and on the Xbox Series X. What is the greatest impact on development?

The main advantage of SSDS is faster access to files that means faster loading. In conjunction with a better VRAM, this would mean better textures and shorter loading times for games.

"We are in a time when the graphics jumps are not so noticeable anymore, such as jumping PS1 to PS2 or PS2 to PS3. There is still plenty of room for improvements, but that has to come from a design standpoint rather than just pure horsepower. "

Speaking of Next-Gen hardware: PS5 and Xbox Series X will both have a Zen 2-CPU. How big is the jump over the current hardware and how will he help? Development?

This should be at least three- or four times as powerful as the processor of the PS4. For developers like us will not change much, as we are more than satisfied with the hardware of the current generation to develop our games. But every additional force is of course more than welcome.

The Xbox Series X also offers GDDR6 memory. What effect does this affect games in connection with the other innovations we will see in the next generation consoles?

Similar to the SSDs faster access times. We are in a time when the graphics jumps are not so noticeable as for example the PS1-PS2 or PS2 PS3 jump. There is still plenty of room for improvements, but this must be seen rather from design than performance.

How do you see the HAPTIC CONTROLLER OF THE PS5? Think that it is something that can contribute much to experience, or will it only be a novelty? I do not think it is strongly distinguishable from HD rumbling that the Nintendo Switch has already been used and except for the few games for the gameplay is used super Mario Odyssey (and maybe Senran Kagura Reflexionen). I think functions like the touchpad of dualshock 4 were much more interesting, but they remained unused by most playing on the platform, so I can imagine that haptic feedback in the controller has a similar destiny.

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