Heim Nachricht Lokale Thunk spielte während der Entwicklung von Balatro keine roguelikischen Spiele ... außer den Spire zu töten

Lokale Thunk spielte während der Entwicklung von Balatro keine roguelikischen Spiele ... außer den Spire zu töten

Autor : Eleanor Aktualisieren : Mar 14,2025

Balatro Developer Local Thunk hat kürzlich eine faszinierende Entwicklungsgeschichte in ihrem persönlichen Blog geteilt und einen überraschenden Ansatz für das Design von Roguelike -Spielen enthüllt. Trotz der Schaffung eines Roguelike-Decks-Bauwerks gibt dies zu, dass er die meisten roguelischen Spiele während der Entwicklung von Balatro absichtlich vermieden hat-außer für einen.

In ihrem Blog wird eine bewusste Entscheidung angezeigt, die im Dezember 2021 ab Dezember 2021 einschränken, um das Roguelike -Gameplay einzuschränken. Thunk erklärt, es sei nicht darum, ein besseres Spiel zu schaffen, sondern um den inhärenten Spaß am Entwicklungsprozess selbst zu priorisieren. Das Experimentieren und das Neuerfinden des Rades waren der Schlüssel, auch wenn es möglicherweise ein poliertes Endprodukt opfern konnte. Das Ziel war es, die kreative Reise zu akzeptieren, anstatt nur bestehende erfolgreiche Designs zu replizieren.

Diese selbst auferlegte Einschränkung wurde jedoch nur einmal, anderthalb Jahre später unterbrochen, wobei die Entdeckung des Tötens den Turm entdeckte. Thunk beschreibt die Erfahrung als Offenbarung, erkennt das überlegene Design des Spires an und drückt Erleichterung darin, es früher vermieden zu haben, um ein unbeabsichtigtes Kopieren zu verhindern. Das Spiel wurde zunächst nur für die Research Controller -Input -Handhabung für ein Kartenspiel gespielt, aber sein faszinierendes Gameplay zog schnell das.

Das Post-Mortem enthält auch mehrere interessante Anekdoten. Der anfängliche Arbeitsordner des Projekts wurde als "Cardgame" bezeichnet und blieb während der gesamten Entwicklung unverändert. Der Arbeitstitel des Spiels war "Joker Poker" für einen bedeutenden Zeitraum. Es werden mehrere verschrottete Funktionen detailliert, darunter: Ein System, bei dem Karten -Upgrades das einzige Mittel für den Charakter -Fortschritt waren (ähnlich wie Superauto -Haustiere ), eine separate Währung für Rerolls und ein "Golden Seal" -Mechaniker, der wiederholte Karten zum Rückkehr zur Hand des Spielers ermöglicht.

Die endgültige Anzahl der Joker (150) ist das Ergebnis einer Fehlkommunikation mit Publisher PlayStack, bei der ein erster Vorschlag von 120 Jokern später als 150 diskutiert wurde.

Schließlich enthüllt der Blog den Ursprung des Entwicklernamens "Local Thunk", eine humorvolle Referenz, die sich aus einem Gespräch über variable Namenskonventionen in der R -Programmiersprache ergibt.

Thunks detaillierte Post-Mortem bietet wertvolle Einblicke in die Schöpfung von Balatro. Es ist eine überzeugende Lektüre für alle, die sich für Spielentwicklung interessieren, oder die einzigartige Reise hinter der Schaffung dieses Deckbuilders mit 9/10-IGN-bewertet, der als "ein Deckbauer von endlos befriedigenden Proportionen… die Art von Spaß beschrieben wird, die droht, ganze Wochenendpläne zu entgleisen ..." Der vollständige Blog-Beitrag kann hier gefunden werden [TTPP].

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