Telefrag VR Interview with Developers Anshar Studios on The VR Link

Telefrag VR Interview with Developers Anshar Studios on The VR Link

July 13, 2019 5 By Bernardo Ryan



what's up everybody and welcome back to the VR lake my name's gtv gamertag VR and today we've got my the Penske and Damian Penske from from engine our studio so they're the developers of detached which is an absolutely amazing game and they've come here to talk to us about tell afraid which is due on July the 19th I believe and you've also got it coming out for psvr oculus rift and HTC vive all at the same time across platform so I can believe that question for later on as well but how are you both how are you both okay yeah well I don't think you've got much to be stressed out about because by what I feel you're gonna tell me about a game I think you have delivered from what I've played already how would you describe tella frag to someone who's never seen the game before school shooters so they quake 3 arena Unreal Tournament it's basically something in the vein of that but translated to the earth [Applause] so we wanted to sort of get the essence of the arena shooter and translate it with the speed and everything and the skillful movement to getting things to steady and sort of runes koe we're going in opposite direction so basically the space fast movement and frantic so I played it yesterday and I also use the new free locomotion movement because originally your game kind of moves like hyper fast teleportation every movement was super close what was the reason behind the change it was after the beta I believe feedback from you guys from from the community that they would really like to see the inclement inclusion of free movement and after internal debates which were pretty quickly we decided that this was the way to go and it actually didn't compromise the speed of the of the gameplay that much so it was a cheap server we went that the reason why we have this teleporting movement it's still there we can still play it the discussion movement basically we call – it was we wanted to make this game more approachable very touched because the touch was quite hard core experience and a lot of players had more systems problems that was the main issue with detached if we still want to have this fast-paced gameplay but make the game approach so if you have problems with this move motion you can still turn all the dashing movement you can turn off that nation's because a lot of that yeah basically wanted to have the users comfort as the basis for their design thinking so we want to start from that but since we are proud adopted and developed developed and basically matured over time they naturally shifted towards smooth movements and so after debate out so did we yeah and in my in from my point of view from how I've used their I think it's better for it because when I played your game originally I thought I hope this smooth movement in this because when I played it now it actually does feel like an old-school first-person shooter in VR easy so fast and you've you've got all the wealth of options there you can't get enough options invert in a virtuality game because it's so subjective you've got have as much options for the player as possible so I cranked up the turning speed and man it is yeah I loved it I'll be honest absolutely loved it he's very fast-paced you've also got the old-school announcer as well talking about your frags and your wins and just to touch on the name of the game as well called tella Frank I didn't I mean I don't know how I missed it but all of a sudden it's become quite obvious that the telephone comes from the fact that you can teleport into a player or on this same space frag yes exactly so actually it originated back in the days even worse in networking when they had to solve the problem of two players basically being in the same place so if someone would respond then and the other player was going through the spawn point then they had to sort of figure out what happens then yeah so that's how Third Reich sort of came to it into existence after it's all apart there is a player already there they basically get fragged yet and teleportation is also one of the primary modes of movement in PR in general just wanted to make the take the teleportation that VR players are familiar for the year with and maybe made it really fun yeah you saw you've basically weaponized VR teleportation he's fantastic because he's basically an insta-kill so that was one of my my name's is suddenly too like trying insecure people and also the guns have different but the secondary function is like their teleportation but they stun differently is that is that what it is the guns are all different I know yeah they're all sort of primary and secondary mode and also each gun has their own the teleportation attack yeah yeah so basically this teleportation is like this special skill you have yeah it's also vital to stamina system so if you're out of stamina you maybe have to wait a little bit to for stamina to regenerate but yeah each weapon has basically two moments of fire this normal fire and teleportation attack the teleportation attacks for each weapon is different for the different way you can use it at different ways look at trick shots with let's say rocket launcher you can set ambitious with flag come on because you can become a teleport to lector but basically have all the staples in terms of guns so you have your shotgun tank which is a cannon you have your launcher which is someone inspire but the rocket launchers from half life 2 where you would aim with your mom yes with the addition of you know motion controls in defend it so you can really what we wanted to achieve is to give players a lot of options because if you have like two weapons each weapons have two firing modes to teleport attacks a lot of options for fighting with an enemy you can try to outsmart him use the abilities you have basically did you have any favorites I I wanted yeah basically all like the quick firing stuff so I unlike the the shotguns in essence I can't moon that I'm going to come but I like like the what's the fast for in green one I'm a life but yeah that's my favorite that's my favorite gun you already mention cross-platform which is absolutely hard is that to implement into VR games cross-platform well I think it's more more difficult on the side of politics than anything else like I think then again since we had the green light to do it i i'm the level designer he's the main game designer so we wouldn't know actually the main programmer basically implemented it as far as i know it wasn't that hard from a technical standpoint it wasn't like this new technology it's it's normal technology it's but the issues are mainly to basically have the grid light from the platform for years to do so and also there are some technical issues how do you work the platforms you know because maybe something is different a little bit of the station we have to work not really issue of technologies of politics yeah i think i think especially multiplayer games need a multiplayer games in VR need cross-platform at the moment because yeah because because you need to build on it's weird you get obviously you get fanboys or certain headsets but you still need a community for a game to make sure there's enough people playing it to keep the system alive and that tends to stay alive a lot longer with cross-platform without a doubt exactly already a segment of the market you really sort of want to reach us wider audience as you can carry so cross-platform multiplayer definitely we really wanted to players to be able to play with friends no matter the platform they have because not a lot of VR players have the ability to have like multiple headsets and systems if you Fred a Sony Playstation other ones or the rift you can try together I'll be surprised if you don't get this question anyway what about an oculus quest version because I know people are gonna be asking me that so I think the technical side of things it starts getting very difficult very radically you're still looking at it but we can't really guarantee anything because the issues here are technical really yeah my 12er head say are actually absolutely the practice of demanding game to be honest it was really hard to make work on consoles see smoothly to the quest will be quite a challenge to try that do you think about it but we can't my last device so the kind of upscale but stirred still sort of leaning towards more mobile performance side and console yeah so that's a bummer it's like the idea of disagree you don't have the constraints so that was really cool so that basically just and we like the idea but I don't know if you can manage that's really that would be quite a few to do to make it work I've got asked a question because I know the people are asking and at the moment just going by search tags for example the oculus quest is a big deal at a moment and Playstations obviously got these the biggest selling headset still but I think the quest might be a challenge is you know I'm saying like it's a lot yeah you say this is fantastic and a lot and a lot of developers I'll speak to its now they go to headset you know if they want to do something really quickly at least want to jump into VR the quest seems to come up quite often yeah probably question of days will be like the one of the one of the most dominant platforms I think the future but when we started to work on the Frog the quest really wasn't there yeah we didn't know the specs we didn't know what device it would be so yeah we couldn't really plan for it and now looking back really hard make it work yeah I guess it's easier to develop a game on a lower spec platform then upscale then have something top-end and bring it down talking about console versions what about the PlayStation Pro is only PlayStation Pro features we ended up I can't guarantee PlayStation 4 features from day one we want to have to work something out so the game will look better on the pro base version basically but we are still working on it so yes excellent and is there any plans full 3d rata support because I know that's one of the big things at the moment people are talking about 3d writer supported games for to completely pranked the movement system wasn't designed for 3 rather support in mind yeah so there's a bit of a back-and-forth in terms of so that is how we want to implement the movement system exactly so it might take some getting used to mind you this is a very very quick there are main a thumb movement to a foot movement he's drastically developed the dead zones really really really really sort of up and the 3d router on the PC and PlayStation 2 yeah exert stuff you see even you could play around with it but we're trying to get it as as good as it gets questions you should do a 3d rudder Lobby just so only people with a 3d brother complaint even the playing field so tell me about your studio because obviously now where I'm talking to you guys you developed one of the best space games I've ever played called detach man I could not play that game on the expert settings I just sped around I could not get yeah baby one who tried to do is to like the simulator the real feel of real space there so it was quite challenging but I think we managed yeah total six degrees of freedom movement in terms of you know cancelling out the all the angular momentum and everything so that the top top most certain and difficulty is a pain in terms of the of the controls it's challenging even the devs probably see the pattern with detached at the Frog that we're really more about hardcore players yeah buddy it will really like this more hardcore experiences so that's why we basically make it attached this is hardcore space experience and that will make this fast-paced shooter here so so yeah we the whole team of the company is really like the hardcore experienced guys I still think it's hella frag you've got plenty of options for people who suffer from motion sickness even if you go back to your – that is essentially I don't see why you'd get motion sickness using the – I'm not sure I don't know is anyone experienced motion sickness using the hyper – movement well how the motion second is very personal so some people did they experience that we have lots of settings to tweak that so are you gonna actually disable animations all together in terms of movement so and sort of stretch yeah the time it takes for the player to go from point A to B in terms of – so only after the player is the endpoint do they sort of blink and screen figures that so a lot of those options because like I said there are hardcore players but we want to make the game more approachable we don't want electronics the retouch was really hardcore from the beginning and a lot of players were taught by it a lot of players loved it because of this hardcore experience yeah but we the touch was our first basically the our game we learned a lot from it and we were fine trying to implement those lessons basically that we learned into the electric yards we can buy this comfortable experience but still have this hard core gameplay first based shooter style game yeah and that's important that you're making a game that you want to make is you know I mean an internet and that will come through and I think it does come through when you play it I think the detail the speed the guns are kept pick so yeah I mean I can't wait to dive into more in the 19th we've got some questions from the community discord we have got the real deal wants to know if your game is always 1v1 or is there any plans to expand that or why did you just pick one v1 now it's one thing one only we wanted to basically get as much people so they've in the lobby as possible so with two V two or three three we get the lower sort of possibility of having a pool lobby is there yeah so for that reason also we implemented with different difficulty levels as each time you log on you have basically it's someone or something to play with and as well mainly one p1 plus it would get very chaotic we have more than one we want even what we wanted sort of wanted to replicate the to experience of the arena shooter so no not control and basically hunting out down the the other player and was sort of at the forefront of the of the philosophy of the gameplay and so that's why we opted for what you want so that you get this cat-and-mouse game you know it felt quite gladiatorial to me in a way and also the fact that your levels are like normal levels they are like the movie labyrinth almost up it doesn't really exist or down there is no right way to be in the world I thought I thought that's pretty cool and they're quite tight fast-paced levels so he's designed around 1v1 knife it's basically the level start designed so you can amateur than me you can basically you can feel safe in our game you always have the angles that you can shoot at and someone can shoot at you so it's really all about the movement the ambush she can be knowing where he is what you can do and maybe even in specific way city ambitionally but if you have this situations when you're you now fight one-on-one when we both can see each other you can still like a crowd flag maybe if you're Lola trials you can try to run some so then we added bonus a sort of impossible geometry or really messing up without no right-side out is that at any point you could have either an attack plan or an escapement yeah so basically every angle if you want to understeer or anything you can do that can approach them from from up down basically not down cannot shoot through the floor but other than that everything can be a flaw you have the wall we have floors on the ceiling and every which way yeah and even with this we have like something of the teleport parts you can really do this crazy trick shots and there are places you will would fake you cannot get there but you can if you're skilled enough just use the Mart in a smart way for example a teleport rocket rocket follows the depois winner of the of the controller so I can basically Bank around with the teleport rocket around an obstacle to basically surprise our enemy wow that's crazy okay avoid citizen asked will there be a spectator mode so I'm assuming say you was role in a match he's 1v1 and you had someone in the lobby or two people only waiting to say take on the winner you ever thought about that ever thought about a spectator mode at all we were testing the spectator mode but it was really hard to implement I think the state will have it now it's not really ready to show the body and we're still thinking about it but yeah it's quite hard to work out at this point I mean why so what are your future plans you know tell Frank once it launches I mean it's the idea is there any thoughts on do say or extra characters or we don't really think about the lows that much but we were thinking about the support of the game like I said I'm not sure there will be like this ps4 pro version of the game with better graphics from day one but look into including that kind of stuff and partly true but yeah basically we actually plan to extend the the contrabass with future parts or patches and it boils down to the schemes and maps basically probably see we've detached added a lot of like the constable options later in a purchase a lot of stuff so we're really ready to like get feedback from people see what's the like the most important issues for the community and stand include and departure yeah I think because otherwise we wouldn't know to include this movement cannot be locomotion system so we also want to sort of replicate that one launch if they're really players Raleigh up and behind the future or content maybe we can work something out but we just want to get it out there we get the players did the chance to basically play the game finally give them some content later on with the patch see how it goes yes superb any word on pricing at the moment euros obviously yeah call guys thank you ever so much for this interview I really appreciate it and yeah all the best for the 19th I'll be on the on the field for a game I'll probably do a livestream of it anyway so that would be great yeah no worries thank you ever so much you