You've mentioned that you're planning to upgrade to Unreal Engine 5. However, UE5 is only scheduled to hit preview in early 2021, and The Invincible is currently targeting a release in the second half of 2021. Are you really going to make this change only a few months before release?
Daniel: That’s right, the window will be rather small but with that in mind, we’ve been developing the project in a way to facilitate both a quick upgrade and multiplatform releases. At this point it looks good, so despite planning for contingency, we remain excited.
What is the most exciting aspect of Unreal Engine 5 from your perspective? Also, does targeting only next-gen consoles allow you to make a better game and if so, how?
Daniel: There are several features that we’re excited about, i.e.
Lumen. The offered dynamic lighting system is visually beyond stunning, we’re going to put it to work to improve the realism and believability of our planet, of course if such terms can be ever applied to celestial objects in the Lyra constellation far far away.
We’re also in anticipation of the
Chaos Physics and Destruction system, which is going to improve the spectacularity of action, interaction, and demolition. Finally, we’re looking forward to using Niagara VFX to wreak weather havoc on the planet’s surface with sandstorms, lightning strikes, and moving fogs.
How long do you expect The Invincible to last on average? Is it going to be a linear game or does it allow for significant exploration off the main path?
Mariusz: In a typical first run we’re aiming at several hours of the main plot and a couple of hours of optional content. Yet the time spent with the game will be potentially much longer, depending on the gamer’s own pace, and their actual choices, decisions, and relationships developed along the way. As the story is going to be highly non-linear, and feature several alternative endings, we believe that the weight of the experience will draw gamers to try different choices and approaches in replaying.
Are you planning to take advantage of the DualSense controller's features on PS5? If so, how?
Mariusz: We’re absolute fans of dynamic adaptive triggers. They are perfect to illustrate the complex interactions with objects such as machines, tools, and equipment in the game by adding a new angle to improve the experience. A more intuitive and literally tactile gameplay will greatly help in terms of immersion.
We interviewed Starward Industries about the ambitious project The Invincible, based on the 1964 Sci-Fi novel penned by author Stanisław Lem.
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