For instance, the first game had a database, library, nested in the menu system that gave descriptions and background information for the world of Colony Wars. The original menu systems for both of the first two games were similar but very different in some key areas. That is something I as the project leader had to take into account when rebuilding the assets from first two games as well as combining their features, levels and briefings into one easy to navigate menu structure. It would seem straight forward enough to create 4k versions of the screens, however I had to take into account that the original games UX centered around placing a disk into the PlayStation. For instance, the original games displayed a full screen resolution of 640 X 480 pixels. For others in that audience, they’ve played through these games semi-recently and have seen how antiquated certain aspects of the originals are. For many in our target audience, its been a good long time since their last romp through the Gallonigher system. ![]() I can honestly say that the most challenging part of designing Colony Wars: Redux is building the art assets and behaviors that you think you remember. STAR WARS Empire at War: Gold Pack > General Discussions > Topic Details. Modernizing The User Interface and User Experience (UI/UX) Empire at War Remake, the Lite version you can get off of Moddb. But no, this was something new, something original and something infinity more playable and fun than anything Star Wars related on PlayStation. “What game is this?” I asked out loud approaching the kiosk thinking it was a PC to PS1 port of Star Wars: Rebel Assult. Needless to say, when the kiosks came out at Blockbuster, it attracted an audience.Ī teenager clutched the PlayStation controller in his hands as he locked on an enemy target and launched a missile. It wasn’t like a GameStop with a permanent setup to try out the latest games. Its funny to think that in those days, the Kiosk only came out for special events. There was a small crowed of teenagers hovering over a PlayStation kiosk. ![]() ![]() Me, my dad and my little brother stumbled into the store one Friday night looking to grab a few rentals for the weekend. If there were new games out, or coming out, your best bet was to search the shelves of your favorite electronics or rental store. In 1997, The internet was brand new and every Tuesday marked the release of new Nintendo 64 and PlayStation games. I grew up in Santa Clara, the heart of Silicon Valley, and the town of a single Blockbuster. I’ve wanted to remake this game since the PlayStation 2 came out and I imagined what could be done with the brilliant design direction of these two games.īut first a quick story I fell in love with these game after getting to play them for the first time at a Blockbuster Video on El Camino Real & Kiely Blvd in Santa Clara California. For those of you who don’t know, I’ve been spearheading a remake of the PlayStation 1’s Colony Wars and Colony Wars: Vengeance. I’m so happy to announce this on the Amaranth Chronicles Blog.
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