How Fatshark finessed a “really tricky” twist on the shooter.
It feels real good to shoot stuff inWarhammer 40,000: Darktide.
And doing it right in Darktide, it turns out, has been a challenge.
This sounds technical and, as Andersson put it, finicky, but he provided a good example.
“They switch behaviour depending on what range you kind of force on them,” Andersson explains.
And then he can’t do that anymore."
That featured one, nicely lengthy mission through the bowels of this decidedly menacing megacity, called Tertium.
It is supremely satisfying.
That said, the choice is also part of the design.
It would be different if we did a ‘copy/paste’ game.
The emphasis is that the game has had to change a fair bit over time.
The game plays nice.
And it’s fun."
But then, there have been a lot of different things not work.
We definitely didn’t think we needed to go this far with ranged combat.
We thought we would get there faster.
“It kind of ties into that “when are we done?”
question,” he says.
“Well, we’re done when it’s good.”