Drox Operative 2 - Interview @ Space Game Junkie

Myrthos

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Space Game Junkie interviewed Steven Peeler about Drox Operative 2.

You seemed to hem and haw on an actual sequel to Drox for a while? What finally convinced you to move forward with an actual sequel?

I was always hoping I could return to the Drox world, the first one was quite fun to work on. The hemming and hawing was really just because I don't tend to make decisions on future games. I try to focus on the current game as much as possible.

What would you say you were least satisfied with in regards to the first game that you hope to correct in the sequel?

I would say it was the movement in general. It ended up being slower, and not as important as other systems, as I would have liked. In the sequel, it has been sped up quite a bit, you can dodge more incoming attacks than before, and you can actually collide with enemy ships. Basically, used well movement can help you greatly and used poorly it will get you into more trouble.

On the opposite tack, what do you think worked best in the original that you hope to improve or expand upon in the sequel?

I think the atmosphere of existing in this universe that responds to your actions but also evolves based on what all of the races are doing worked really well and is still pretty unique. This is still very true in the sequel, but we are giving the players even more tools to impact the universe around them.
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