We also maintained our vision of streamlining the level design experience. And the impact of making the player feel insecure turned out to be so much more important than repetitively putting them in actual real danger. We noticed that by just having the sheltering grass patches put out in the world we could make the player feel insecure, not knowing if the bird would show up or not. The bird of prey was also meant to be used more often, but this was also something we cut in the end. The moving fire used together with the threat of the bird of prey was enough to stress the hell out of the player. We wanted this to begin with but found that it just wasn't needed. As an example, in the fire level, the fire can't actually kill your cubs. It also made us focus on not complicating the gameplay.ĭuring development there were many discussions regarding whether it's enough having the player visually experience threat without there actually being any real danger. It later became apparent that this part saved the project in terms of keeping the development time short. I knew from the start that keeping that vision would be the challenging part of the design. Could we keep the focus on Shelter being an experience? Could we rely on the experience being enough or would our love for the gameplay get in our way and ruin the vision of Shelter as an emotional journey? When we decided the game was going to be about an animal mother taking care of her cubs in a dangerous world, I recall feeling both relief and fear at the same time. But does it speak to everyone? Yes, I think it does. Well, now nine months later we have the final product, Shelter. Pid had shown itself to be a game aimed at a narrow hardcore audience. The main idea then was to develop something that commercially would work better, that spoke to a wider audience, almost casual. It's funny in a way how Shelter came to be, thinking back on what we discussed after Pid. Shelter as it turns out would probably not have seen the light of day if we hadn’t developed Pid both in terms of what we wanted the player to feel when playing Shelter and how we came to work on it as developers. Along the way, they may encounter magical sunsets and legendary ancient sites.I believe Shelter, as a product, is a reaction to our first game Pid, and to our time spent on developing it. During Adventure, players will discover new lands and traverse uncharted paths. The gameplay is contemplative and meditative. Dangerous critters like alligators can be scared off by roaring or stomping. In the game you have to move with the herd, get food, share food, make sure everyone is fed and healthy. The colors themselves are also brighter and more contrasty. If before it was low-polygonal 3D, now the visual style has become paper-pencil. Graphically the game is noticeably different from its predecessors. Kids love to play, the young ones love to swim in the pools, and the elders are eager to share their wisdom with the new generation and teach them how to choose their own path. Elephants behave differently here, depending on their age. You must travel through the expanses of Shelter 3 with your pack, because one by one these mammals are vulnerable to predators. The tundra and forest have been replaced by the jungle. In connection with this, the locations have also changed. Now users will understand what it means to be an elephant. In the sequel, the main role has been given to lynx and bobcats. The original project invited users to play as a badger and go on a journey with her cubs. Shelter 3 Again gives gamers the opportunity to feel part of the wilderness.
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