Derek Yu makes a return to his classic actionRoguelike
After Derek Yu shipped Spelunky for Xbox 360 and PC in 2012, he took a big break from making games. He’d just become a father, and he was also recovering from the stresses of remaking his freeware GameMaker game with programmer and fellow designer Andy Hull. But Yu wasn’t exactly idle. For a start, he had to look after his new daughter, but he also started writing a book about Spelunky’s development and design, a way for him to unpack his thoughts about its creation. And in it lay the seed for a sequel.
“I was essentially doing research on my own game,” Yu tells us. He spoke to everyone involved in its development, and finally read what had been written on the game and watched videos of people playing. “I’d thought about making a sequel for a while, but it made me want to do it even more because I’d just relived the development of the first. I could see it a little more clearly because I wasn’t in the middle of it.”
Denne historien er fra December 2018-utgaven av Edge.
Start din 7-dagers gratis prøveperiode på Magzter GOLD for å få tilgang til tusenvis av utvalgte premiumhistorier og 9000+ magasiner og aviser.
Allerede abonnent ? Logg på
Denne historien er fra December 2018-utgaven av Edge.
Start din 7-dagers gratis prøveperiode på Magzter GOLD for å få tilgang til tusenvis av utvalgte premiumhistorier og 9000+ magasiner og aviser.
Allerede abonnent? Logg på
NO MORE ROOM IN HELL 2
You're not alone in the dark
WINDBLOWN
Life after Dead Cells
COLLECTED WORKS - JOSH SAWYER
Journeying to the Forgotten Realms, Infinity and beyond with the RPG veteran
SCREENBOUND
Going deep in a mind-bending hybrid of perspectives
Trigger Happy
Shoot first, ask questions later
Grand strategist
Paradox's Mattias Lilja addresses the publisher's recent difficulties - and the plan to right the ship
Diablo IV
A progress report on the games we just can't quit
Ghosts 'n Goblins Resurrection
In Capcom's diabolical tribute, evil goes far deeper than the demons on the screen
SERENITY FORGE
How a near-death experience lit a fire in the Colorado-based developer and publisher
THE MAKING OF...ALIEN: ISOLATION
How a strategy-led studio built a survival horror masterpiece in Ridley Scott's image