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Hiku said:

HoloDust said:

Ah, ok, after rewatching the trailer, those triangles are the resource, with each echo having certain amount of them used up after activating (and getting them back after deactivating, I suppose).

I was about to say, even if not for balancing reasons, they'd likely have to set a notable limit to such things due to how it can tax performance. If the game is designed to take advantage of as much RAM as possible, or close to it, that sort of thing could easily exceed it.
I remember in Goldeneye 64 that bullet holes will appear on walls, but if you keep creating new ones, the older ones will start disappearing. Same concept. Or in basically any game where you could leave footprints in the snow.

My guess was that after say the 5th echo, any more you create will erase the last one. But I see the star indicator now that you mention it. Different echoes costing different amount of stars would be an interesting way of balancing the more powerful ones.

Ha, funny thing, I was just explaining the other day to my younger son that in fully voxel based worlds there can be footprints in the sand all you want (if you have small enough voxels), since voxels are always there, they just change their state - so that opens up a lot of game design. That said, this is not a voxel based engine, so I get what you mean.

If you look later in the trailer, both boarblin and fish have two triangles, so that's their "casting" cost, and given that she has different amount of triangles floating behind her during the trailer, I assume total amount will be upgradable.

Last edited by HoloDust - on 20 June 2024