Cornerstone - Interview @ Worldsfactory
First of all, can you briefly describe the game to our readers?
Cornerstone is an open world action adventure, with an emphasis on exploration and combat mixed with physics and player choice. A game inspired by The Legend of Zelda games and Dark Souls.
The art style of Cornerstone looks really beautiful. Why do you think there’s been a recent spike of interest in Wind Waker-inspired design? What have been your other influences?
I guess indies are cheap :P minimalism is easier to do, It’s sad but that’s the main reason nintendo are just really good at being cheap. For Indies going 3D it’s usually a bad idea to try going realistic, we save a lot of time with the style we have. It’s also easier to get a vibrant and more interesting environment.
We also know that the combat system has been inspired by Dark Souls, but From Software’s acclaimed title has been traditionally associated with harsh and challenging gameplay. What kind of difficulty options will you offer to players? Will you have a stamina system to prevent “button mashing”?
In cornerstone there’s usually never just one way to progress. We won’t have a difficulty setting, we think it’s better for the player to adapt to a play style most suited. whether it’s a combination of crafting sneaking or straight on combat. In dark souls you only have the option to fight (or run haha!)
We have stamina right now but we’ll see how we add it in combat, there’s still some balancing to do and the stamina could throw it off.