Review Fix chats with Craig Taylor, Lead Programmer at Lunar Rooster, discusses the inspiration and creative process behind the new Steam FPS “Sky Noon.” Taking elements from Quake and Unreal Tournament and adding an innovative use/pull game mechanic, it has all the elements of a fun old-school arena shooter, but with innovative new gameplay mechanics that make it feel like a combination of Overwatch and Super Smash Bros.
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Old School Gamer Magazine: How was this game born?
Craig Taylor: Sky Noon started out as a University Project called Sky Force; It was this project in which the main ideas and mechanics of Sky Noon would be thought-up and refined. Originally we had wanted to create a multiplayer FPS that changed the way players had to think about playing a shooter. We prototyped a grappling hook and the mechanics would spring forth from that. To complement the grapple hook we incorporated the push and pull mechanics. From that point, the smash bros style kill sphere was that logical conclusion. We just continued to modify and refine those basic ideas.
Old School Gamer Magazine: What has development been like so far?
Taylor: For our first game, developing Sky Noon has been like a boot camp for game developers. We’ve had to overcome a lot of obstacles and learn new things in a fairly short time span, and we’ve all become better artists and programmers through the experience. It’s also been extremely satisfying when we finally get to share our creation with an excited audience. I think we would all consider it one of the most fulfilling things we’ve done so far.
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