![]() They really are helpful little creatures, so it's to your advantage to get as many as you possibly can in your kingdom. IGN: How many Keflings are in each village for you to help? Taylor: Each kingdom starts out with four Keflings, but you can attract more inhabitants to your kingdom by building a home or a cottage for them. Fortunately, if a building is constructed in a bad location, you can break it apart and move the pieces to a different location on the map. Building a lumber mill right next to a forest of trees is going to make the production of lumber more efficient, which in turn helps with constructing other components and buildings. IGN: Do the same building rules of real life apply to A Kingdom for Keflings (location, location, location!)? Taylor: Absolutely! There are resources such as trees, rocks, sheep and crystals scattered throughout the kingdom. In the end the game is playable in many different ways and has a lot to offer players with widely varying styles of play. And if you want to focus on quests, each quest has unique approaches that work better than others. If you're more interested in having an active bustling kingdom, you might focus instead on upgrades, resource gathering, etc. If you want to get to the castle as fast as possible, your strategy should tend to focus on the technology tree. ![]() How important is strategy to the gameplay? Taylor: It depends a bit on what approach you want to take to the game. IGN: The screenshots make Keflings look a lot like a classic strategy/god game. There are also quests that players can follow to earn more points and get upgrades, or they can be completely ignored. Different decisions affect the general flow of the kingdom in different ways, so it's fun to play the game again and do things differently. There is a tech tree to explore, but there's plenty of room for taking a custom path and making a lot of personal decisions on how and when and where to build what. There are no distinct levels, just a growing changing world like you'd find in other city builders. IGN: How much replayability is there in Keflings? Will each game be unique or is there a set of structured levels? Taylor: The game is somewhat sandbox-like in design. IGN: What are you building for the Keflings? How many different choices for buildings and designs are there? Taylor: You're building a kingdom for them! There are more than 75 unique components and more than 50 different buildings to be built from those components. From there, it sort of grew into what it is now, an avatar-based city building game with a big focus on working with the inhabitants directly. ![]() We re-designed that basic concept a couple of times, and Jeremy, one of the designers at NinjaBee, suggested the avatar-based approach to controlling the game. IGN: What was the inspiration for this game? Taylor: A long time ago I did a game-in-a-day prototype for a simple city management game that focused on what the inhabitants of the city were assigned to do. Officially, you "win" the game when you build a castle! There's actually a bit more you can do after the castle in terms of customizing your kingdom, but that's the official goal (and, naturally, it earns you the big Achievement). ![]() What's the main objective in the game? How do you "win" the game? Steve Taylor: The objective is to build a Kingdom for the Keflings that live in a little valley. IGN: We haven't heard anything about A Kingdom for Keflings yet.
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