![]() "Now we have all that horsepower, and that changed the scope of the game. "We didn't have any specific platform before it was just general development, getting it ready," Fulp went on. Knowing exactly what hardware to shoot for has allowed the team to properly fine-tune the game. "The original one had larger characters that didn't have as cool a style, and Dan thought he had a better way to draw them, so the whole game's aesthetic changed around that," said Fulp.Ĭrucially, Castle Crashers now has an official platform: Xbox Live Arcade on Xbox 360. ![]() ![]() However, Fulp noted that much of the game has seen drastic improvements, including some to artist Dan Paladin's oft-noted sketch-like characters and environments. The game still plays very much like it did before, but feels smoother and certainly more stable. "Since we initially showed it two years ago, it kind of got rewritten from the ground up," Fulp explained. I caught up with The Behemoth co-founder Tom Fulp for a chat about how far the game has come in that time and how things are progressing at his studio. This year, Castle Crashers was back-and unlike as in its early, understandably bug-ridden state, it was not living up to its name and crashing left and right. The San Diego-based developer was, appropriately, showing its game at the 2005 San Diego Comic-Con. When I last saw The Behemoth's four-player old-school cooperative brawler Castle Crashers, the game was being shown for the first time.
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