I understand the sentiment, especially since RPG styled cutscenes aren’t something that is expected in a 2D platformer, but rather than get rid of them entirely, I would like to think that there’s a right way to handle it and we just haven’t found the sweet spot yet. Those who criticized the cutscenes felt that they were too long and dragged the game down. Strife : The story elements of the first game were the most polarizing part. The few NPCs that we’ve publicly revealed have gained a surprising fan following (especially Maria Notte, a bat news reporter with realistic arm wings). He wanted to avoid the use of clones to expand the NPC population, and while it’s definitely going to take a while to animate every NPC, I think the results will be worth it. One of the things I’m most excited about is the fact that our character designer Tyson Tan has created over 100 unique NPCs for the hubs. I would expect something like Shovel Knight or Shantae in terms of complexity. They’ll contain a lot of the optional story stuff that players are free to access or skip depending on their preference, and they also present opportunities to collect and buy new items. Our current plan is to include four major hub areas in each of the four main cities. With the introduction of collectible items and powerups in FP2 and the increased focus on world building, I feel that hubs are now something we can work with in a meaningful way. Strife: Hub areas are something I actually wanted to do in the first game, but I quickly realized it would be too ambitious and that there wasn’t enough side content in the game to justify their existence. “It’s been revealed that Freedom Planet 2 is going to feature hubworlds! What can fans expect those to be like?” While there are some things in Unity that required painful workarounds when they were a snap in MMF2 (like pixel perfect rendering), I don’t regret making the switch at all. Fortunately my experience with general code syntax from college, as well as some guidance from Christian (he even rearranged the default Unity to layout to better resemble Multimedia Fusion), I was surprised how quickly I got used to it, and I really appreciate the edge it has over MMF2 in almost every way but especially with performance and object handling, two of the biggest issues I struggled with in FP1. I felt pretty lost when I started working with the new engine in Unity. I’ve been working with Clickteam tools for over 17 years (I started when I was 11) and I’ve completely gotten used to its quirks and the way it does things under the hood. Strife : There was definitely some heavy adjustments on my end. Did you run into any difficulties with that? Has it been easier that MF or a bit of an adjustment? What exactly do you feel makes Unity better than Multimedia Fusion?” “So from the first game, you guys made the transition from Multimedia Fusion to Unity.
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