![]() Īlto's Odyssey was initially launched only on iOS, with an Android release slated for a later date. Odyssey takes advantage of Apple's Haptic engine in order to give feedback for landing a trick or when the player interacts with the game world. The game aims for a 60 frames per second target, and uses lower quality shaders for weaker hardware in order to maintain performance. Odyssey uses the Metal API on iOS, which the developers switched to for better performance and stability over OpenGL. Ĭode from the original game was used in Odyssey, but was significantly modified. The ruins in particular were inspired by the worlds of games like Journey and Ico. Each area was designed to feel distinct to play, instead of being a purely visual change. The new biomes expanded the scope of the game a great deal, with one developer commenting "That approach required us to virtually triple the amount of assets we were producing, and item zones we were creating to place content in the environment". Wall-riding and balloon bouncing were added in order to build more verticality into environments as Team Alto felt the game world was too static in Adventure. Other mechanics such as a grappling hook were considered, but were axed because they complicated the one-touch gameplay. The game was intended to be a successor to Alto's Adventure, rather than a game that rethought the mechanics of the series. Sandboarding, one of the new mechanics in the game Ten days before, the game was given a release date of Februfor iOS. On February 12, 2018, Team Alto announced the official release date with a trailer on their YouTube channel. It was originally supposed to launch in the summer of 2017, but was delayed until early 2018, "to make it perfect", according to the studio. Snowman and Nesbitt (dubbed "Team Alto") announced the sequel in December 2016. In Odyssey's "Workshop", the player can spend coins they collected in order to upgrade power-ups or unlock new abilities and features. The game also retains the challenge system of the first game, where completing challenges allows the player to level up and unlock new characters. Like its predecessor, in addition to its original game mode, it also has a Zen mode, in which the player is invulnerable and can get up after hitting obstacles. ![]() In addition to wall-riding, the game adds new features, such as water physics, tornadoes, falling platforms, an invulnerability power up, balloon bouncing alongside mechanics returning from the first installment such as a day-night cycle, weather, and the wingsuit. Later in the game it is possible to unlock a compass which allows the player to travel between biomes for a fixed cost in coins. The final biome is the temples, featuring vines which the player can ride on and waterfalls that can speed the player up. Another biome is the canyons, requiring the new wall-riding mechanic, which allows the player to climb up canyon walls by holding down on the screen. A sandstorm, one of the new dynamic weather events in Alto's OdysseyĪt the beginning of the game, the player starts in the dunes, which features rolling hills and rocks for the player to avoid. The desert features three biomes that the player can unlock, each focusing on different mechanics. By doing tricks the player can increase their score which is uploaded to an online leaderboard at the end of their run. The player can jump by tapping the screen and do tricks by holding down on it. At its core the game remains a side-scrolling endless runner, in which the player character now sandboards through a desert setting, instead of snowboarding as in the original game. The player chooses between a cast of characters, each with different characteristics ranging from a higher jump to the ability to speed through rocks. Alto's Odyssey keeps the same basic gameplay of its predecessor, Alto's Adventure.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |