Developer Budcat Creations recently discussed their upcoming Tumiki Fighters-inspired project for Wii, Blast Works.
Blast Works is a 2D side-scrolling shooter that represents objects using blocks and propellers, including the player's ship.
Can you tell us about the new levels Budcat is working on? Do they have new ships to fight? Any new locations?Blast Works will include 15 brand new levels, with never before seen ships, enemies, bosses and attack patterns. There are some additions to the core game play mechanics that we believe fans of Tumiki will really enjoy.
We've also pulled the game's camera out a bit to show more of what's going on, which was especially necessary for our Co-op modes. We're evaluating pulling the camera back even further during those intense battles where you've glommed on a screen full of Tumikis.
About the ship creation mode... is there a limit to how big/small your ship can be? And can you move the hit box around?
We're still tweaking the constraints within our various editors, but there will be a limit to the size and barrage (bullet pattern) that users can attach to their ship. As of now, the hit box (what we term the ship's Core) is fixed in size at the center of the ship. Users will have complete freedom to design around their ship's Core.
I remember playing with the ship creator back at E3 and noticed a few new bullet patterns like the sunburst shot. How many different patterns will be available in the ship creation mode?
We have a fully functional "bullet composer" editor, that will allow users to create entirely new bullet patterns based off of existing ones. We're excited about the idea of folks creating their own "bullet hell" experiences, potentially topping the ones that we provide in the game.
One of the neato features about making your own ship in Blast Works is you can trade them with friends via Nintendo Wi-Fi. Does Majesco plan to make a mini community with this showcasing the most popular downloads?
This is a feature we're currently working to implement but it's important the base game gets the polish it needs to deliver a terrific gameplay experience. That said, we're looking at what's possible within the remaining development schedule.
Thanks to Siliconera for the transcript. Be sure to head on over for the complete interview.