You’ll probably appreciate it a bit more that now it’s full 3D all the way through. We’re not promoting it too much, but if you play on Facebook and look in the settings, you’ll find things like a full screen mode. Knutsson: We’ve redone the whole engine from scratch. GamesBeat: Did you use the same technology as Candy Crush, or have you moved to anything new? The original Candy Crush started on Facebook first, whereas in this case we started with both in parallel, to make sure we’re up to the same feature set on both platforms. Knutsson: We’ve been soft testing the game on Facebook for a while, but also testing it on mobile for a while. GamesBeat: It sounds like you’re following the formula King has used for a while: launching a game on Facebook and optimizing before moving on to mobile. It was about finding the right gameplay, testing it with users, getting good feedback, and iterating until we had a great game. That’s not an easy challenge, so we’ve been taking it slow. We wanted a game that could add something fresh, but would still be unmistakably Candy somehow. We’ve been treading cautiously with such a massively successful game in Candy. GamesBeat: How long ago did this get started? It’s a fresh take on the game people have known before on mobile. It’s not come from the web platform onto Facebook and mobile. Sebastian Knutsson: It’s a brand-new game that’s been developed with some members of the original Candy team and some additional people. GamesBeat: Was there some history to the Soda game? Did it have any life on the Web, as one of your older games, or is this a new thing?
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